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LIBRARY 

OF   THE 

UNIVERSITY  OF  CALIFORNIA. 
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Digitized  by  the  Internet  Arciiive 

in  2008  with  funding  from 

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THE   BOOK   OF 
SCHOOL   AND   COLLEGE  SPORTS 


BY  RALPH  HENRY  BARBOUR. 

Each,  l2mo,  Cloth,  Illustrated. 


Weatherby's  Inning. 

Illustrated  in  Colors.     $1.25  net  ;  post- 
age, 12  cents  additional. 

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net;  postage,  12  cents  additional. 

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lastic  Sport.     $1.50. 

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A  Story  of  School,  Football,  and  Golf. 
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D.  APPLETON  AND  COMPANY,  NEW  YORK. 


THE  POLE  VAULT. 

Raising  the  body. 


THE  BOOK  OF 

SCHOOL  AND  COLLEGE  SPOETS 


BY 


RALPH   HENRY   BARBOUR 

Ain'HOR   OF 

BEHIND   THE    LINE,    WEATHERBy's   INNING 

ON   YOUR   MARK  !    ETC. 


WITH  THE  EDITORIAL   ASSISTANCE  OF 

RALPH  D.   PAINE  W.   A.   SCHICK,  Jr. 

EDWARD   N.   ROBINSON  R.   T.   ABERCROMBIE 

AND  OTHERS 


or  THE 

UNIVERSITY 

D.    APPLETON   AND   COMPANY 
NEW   YORK MCMIV 


Puhliahed  May,  190.', 


n^H^      tnrzk^ 


Copyright,  1904,  bt 
D.  APPLETON  AND  COMPANY 


/   I- 


DEDICATED  TO 
"SPORT   FOR   SPORTS   SAKE 


141318 


ACKNOWLEDGMENT 


In  the  preparation  of  this  volume  the  author 
has  derived  assistance  from  numerous  books  and 
articles.  He  takes  pleasure  in  acknowledging  his 
special  indebtedness  to  A  Scientific  and  Practical 
Treatise  on  American  Football  for  Schools  and 
Colleges,  by  Stagg  and  Williams  ;  A  Primer  of 
College  Football,  by  W.  H.  Lewis ;  Football,  by 
Camp  and  Deland  ;  Track  Athletics  in  Detail,  and 
certain  volumes  of  Spalding's  Athletic  Library. 

The  playing  rules  for  the  several  sports  treated 
of  are  printed  herein  through  the  courtesy  of  and 
by  special  arrangement  with  the  American  Sports 
Publishing  Company,  of  New  York,  owner  of  the 
copyrights. 


Better  to  hunt  in  fields  for  health  unbought, 
Than  fee  the  doctor  for  a  nauseous  draught; 
The  wise  for  cure  on  exercise  depend, 
God  never  made  his  work  for  man  to  mend. 

Dryden. 


CO]SrTE:N^TS 


PAGB 

American  Football 1 

""■      Chapter  I.— Football  Ancient  and  Modern  .        ...  3 

II. — How  American  Football  is  Played  ...  9 

III.— Forming  a  Team 16 

IV.— Training 28 

v.— The  Fundamentals    .        .        .        .        .        .42 

VI. — Positions  and  How  to  Play  Them    ...  56 

VII.— Signals 80 

VIII.— The  Team 84 

Football  Maxims 101 

Vocabulary  of  Football  Rules  and  Phrases  102 

Football  Records 108 

Football  Rules 117 

Duties  of  Officials      .        .        .•♦     .        .137 

Baseball 141 

Chapter  I. — The  Game  and  How  it  is  Played      .        .        .    143 

II.— For  the  Captain 149 

III.— Batting 154 

IV. — Base  Running 159 

v.— Fielding 163 

VL— Positions :  I,  The  Battery         .        .        .        .170 

VII.— Positions :  II,  The  Infield        .        .        .        .178 

VIII.— Positions :  III,  The  Outfield    .        .        .        .185 

IX.— Team  Play 188 

Vocabulary 196 

Scoring 202 

Baseball  Records        .        ,        .        .        .    204 

Additional  Records 207 

Baseball  Rules 209 

XL 


xii  CONTENTS 

PAGE 

Track  and  Field  Athletics 243 

Introduction 245 

Track  Athletics 249 

Field  Athletics 269 

Athletic  Records 286 

Additional  Records .  295 

Laws  of  Athletics 297 

Lacrosse ,  307 

Chapter  I. — The  Game  as  it  Was  and  Is      .        .       .        .310 

II.— How  to  Play 321 

Lacrosse  Records 339 

Additional  Records    .....  341 

Lacrosse  Rules 343 

Ice  Hockey 353 

Chapter  I.— The  Game 355 

II.— How  to  Play 362 

III.— The  Positions 375 

Ice  Hockey  Records 384 

Additional  Records    ...  .  385 

Ice  Hockey  Rules 387 

Lawn  Tennis 391 

Chapter  I. — The  Game  and  How  it  is  Played      .        .        .  393 

II.— Using  the  Racket 399 

III.— Serving .408 

IV.— Returning 408 

v.— Tactics .        .416 

VI.— The  Court,  How  to  Make  and  Maintain  it       .  420 

Lawn-Tennis  Records        ....  424 

Official  Ranking  and  Lists  since  1895       .  426 

Rules  of  Lawn  Tennis       .        .        .        .  427 

Appendix 433 

Harvard- Yale  Athletic  Agreement 435 


LIST   OF  ILLUSTKATIONS 


FACINO 
PAOB 

The  pole  vault .         Frontispiece 

Punting 13 

The  scrimmage 30 

A  plunge  outside  of  tackle ,        .  46 

A  run  around  the  end     .........  63 

A  kick-off 78 

A  goal  from  touch-down 98 

The  diamond 146 

Batsman,  catcher,  and  umpire       .        .        .        .        .        .        .  158 

First  baseman  catching  a  ball  wide  of  base 180 

A  put-out  at  third  base 180 

The  crouching  start .  350 

A.  standing  start 356 

A-t  the  middle  of  a  hundred-yards  dash 356 

The  finish  of  a  two-hundred-and-twenty-yards  dash    .        .        .  360 

The  high  hurdles 366 

The  broad  jump 374 

The  high  jump 376 

Throwing  the  hammer 381 

Putting  the  shot 383 

Position  of  ball  in  crosse .312 

A  catch  to  the  side 326 

"  Tipping  "  or  throwing 326 

Goal  watching  play  coming  in  from  behind  the  goal-line    .        .  336 

xiii 


xiv  LIST    OF    ILLUSTKATIONS 

PAGE 

Facing  off 336 

Passing  the  puck 358 

Sharp  volleying.    All  four  players  coming  up  to  the  net      .        .  396 

At  the  net.     A  forehand  volley 410 

DIAGRAMS 

PAGE 

A.  The  football  field 11 

B.  Position  of  players  on  football  field  at  kick-off      ...  13 

C.  Interference  formed  for  run-back  of  ball  after  a  kick-off       .  15 

D.  Positions  of  players  at  scrimmage 16 

E.  Positions  and  openings  numbered  for  signal  system      .        .  81 

F.  Another  arrangement  of  numbers 82 

G.  The  baseball  field • .        ,        .144 

H.  A  fly  to  right  field 164 

I.  A  ground  hit 165 

J.  An  infield  fly 166 

K.  A  bunt  toward  third  base        .        .        .        ,        .        .        .  167 

L.  Apportionment  of  territory 168 

M.  Lacrosse  field  and  positions  of  players 316 

N.  Hockey  rink  and  positions  of  players 360 

0.  Double  tennis  court 427 

P.  Single  tennis  court 432 


AMERICAN    FOOTBALL 

Edited  by  Ralph  D.  Paine,  Yale  '94 


'or  THE 

UNIVERSITY 


CHAPTEE   I 

FOOTBALL  ANCIENT  AND  MODERN 

The  Descent  of  Football  can  be  traced  back  unin- 
terruptedly to  the  twelfth  century.  Although  there  is 
no  proof  to  that  effect,  it  is  probable  that  the  game  ex- 
isted for  centuries  before  that. time;  at  least  we  know 
that  the  ancient  Greeks  and  Romans  played  some  sort 
of  a  game  in  which  an  object  was  kicked  along  the 
ground.  Perhaps  it  is  safe  to  say  that  the  parent  of  the 
modern  game  originated  with  the  first  inhabitants  of  the 
earth,  and  that  with  the  possession  of  legs  and  feet  came 
a  desire  to  kick  something  about,  and  its  gratification. 

However  that  may  be,  in  the  twelfth  century  and 
thereafter  a  game  of  football  similar  in  essentials  to  the 
sport  of  the  present  day  was  played  in  England  by  the 
lower  classes.  Shakespeare  refers  somewhat  contemp- 
tuously to  it  and  the  roughness  indulged  in  by  the  con- 
testants brought  about  the  passing  of  laws  prohibiting 
the  game.  Despite  this,  however,  it  flourished  as  a 
r'^creation  for  adults  until  the  commencement  of  the 
nmeteenth  century,  at  which  time  it  made  its  appear- 
ance in  the  public  schools  of  England.  There  were  then 
no  hard-and-fast  rules  governing  the  playing  of  the  game, 


4  AMERICAN    FOOTBALL 

and  so  each  school  proceeded  to  fashion  its  own  style  of 
football.  Eton  evolved  the  "  wall  game,"  Charterhouse 
the  "  dribbling  "  game,  Westminster  and  Harrow  modi- 
fications of  the  latter  and  Rugby  the  game  which  still 
bears  its  name.  In  the  "  dribbling  "  game  touching  the 
ball  with  the  hands  was  forbidden  and  the  ball  was  made 
to  progress  only  by  means  of  the  feet ;  tackling  was  also 
forbidden.  In  the  Rugby  game  both  running  with  the 
ball  and  tackling  the  opponents  were  features. 

About  the  middle  of  the  century  football  gained  en- 
trance to  the  universities,  and  in  1863  an  attempt  was 
made  to  form  in  London  an  association  of  Rugby  clubs, 
an  attempt  which  did  not  meet  with  success  until  1871, 
at  which  time  the  "  Rugby  Football  Union  ''  came  into 
being.  Uniform  rules  were  adopted  and  many  objec- 
tionable features  of  the  game  eliminated.  Players  of 
the  "  dribbling "  game  had  meanwhile  formed  the 
"  Football  Association  "  and  all  efforts  to  reconcile  the 
differences  in  the  rival  forms  of  the  game  and  to  merge 
the  two  unions  were  vain.  To-day  the  differences  are 
greater  than  ever  and  both  Association  and  Rugby  foot- 
ball are  enthusiastically  championed  and  played  from 
one  end  of  Great  Britain  to  the  other. 

Beside  the  Association  and  the  Rugby  game  there 
are,  exclusive  of  the  American  Intercollegiate  game, 
three  forms  of  football  extensively  played  by  English- 
speaking  people.  In  Australia  the  Australian  or  Vic- 
torian game  is  enthusiastically  followed,  while  the 
Rugby  is  also  played  to  some  extent.     In  Canada,  be- 


FOOTBALL   AE^CIEXT    AND   MODEKIsT      5 

side  the  Rugby  game,  the  Quebec,  Ontario  and  Cana- 
dian Unions  play  a  game  under  rules  of  their  own  adop- 
tion. In  Ireland  Gaelic  football  had  its  beginning  sev- 
eral centuries  ago  and  about  1890  immigrated  to  this 
country,  where  at  present  it  is  second  in  popularity  to 
the  intercollegiate  game. 

Football  in  America. — Football  made  its  appear- 
ance in  this  country  in  the  first  quarter  of  the  last  cen- 
tury, when  an  inflated  bladder  was  kicked  about  the  vil- 
lage commons  of  l^ew  England.  By  the  middle  of  the 
century  the  colleges  had  adopted  the  sport,  and  finally 
in  1873  Yale,  Princeton,  Columbia  and  Rutgers  got 
together  in  !N"ew  York,  established  a  set  of  rules  and  so 
gave  the  first  impetus  to  intercollegiate  football.  This 
beginning,  however,  was  a  rather  confused  adaptation  of 
the  English  Association  game,  and  the  credit  for  intro- 
ducing the  Rugby  rules,  which  are  the  foundation  of  the 
present  system  of  intercollegiate  football,  belongs  to 
Harvard.  The  Harvard  players  learned  this  game  from 
Canadian  teams  and  in  1876  persuaded  Yale  to  try  the 
Rugby  Union  Rules.  These  were  adopted  without 
change  by  the  two  universities  and  the  first  match 
played  in  the  same  year.  The  original  game  has  been 
modified  and  improved  along  lines  which  encouraged 
team  play  and  the  development  of  "  head  work,"  until 
the  American  college  football  of  to-day  is  as  far  in  ad- 
vance of  the  old  Rugby  game  as  the  railroad  was  ahead 
of  the  stage-coach,  in  science  and  ingenuity. 

In  1877  the  Intercollegiate  Football  Association  was 


6  AMEKICAN   FOOTBALL 

formed,  made  up  of  Harvard,  Yale,  Princeton  and  Co- 
lumbia. In  1884  Columbia,  her  gridiron  prestige 
dimmed  by  innumerable  defeats,  dropped  out.  The  fol- 
lowing year  the  association  was  reorganized  by  Harvard, 
Yale,  Princeton,  Pennsylvania  and  Wesleyan.  In  1890 
Harvard  withdrew,  followed  in  1893  by  Pennsylvania 
and  Wesleyan,  leaving  Yale  and  Princeton  only.  Since 
1877  these  two  colleges  have  played  yearly  games. 

In  the  last  decade,  football  has  spread  among  the 
schools  and  colleges  of  the  West  and  South,  until  such 
leaders  as  Michigan,  Wisconsin,  Illinois  and  Chicago 
universities  have  developed  standards  of  play  equal  to 
those  of  the  Eastern  football  pioneers. 

The  general  system  of  scoring  points  now  in  use  was 
adopted  in  1883,  although  alterations  in  the  values  of 
the  touch-down  and  goal  from  touch-down  have  since  oc- 
curred, the  former  being  changed  from  four  points  to 
five,  and  the  latter  from  two  points  to  one. 

American  football  has  passed  through  many  vicissi- 
tudes and  has  more  than  once  narrowly  escaped  wreck- 
ing. To-day,  however,  it  is  firmly  enthroned  as  the  most 
popular  sport  of  American  schools  and  colleges  and  it 
may  be  fairly  assumed  that  its  days  of  threatening  hos- 
tility are  passed.  The  game  possesses  both  merits  and 
demerits,  but  the  former  greatly  exceed  in  the  total  of 
wholesome  and  invigorating  influences.  Football  has 
always  had  its  detractors  and  probably  always  will,  and 
some  of  their  grounds  for  objection  are  well  taken.  Yet 
there  is  no  faulty  feature  in  the  game  which  is  not  capa- 


FOOTBALL   ANCIENT    AND   MODEKN      7 

ble  of  elimination  by  those  who  have  the  conduct  of  the 
sport  in  hand  and  its  welfare  at  heart.  Moreover,  it  is 
probable  that  all  the  features  open  to  adverse  criticism 
will  ultimately  be  done  away  with,  since  so  far  the  prog- 
ress of  the  game  has  always  been  in  the  right  direction 
and  every  change  of  rule  has  been  made  with  an  eye  to 
ridding  it  of  unncessary  roughness. 

The  argument  most  frequently  advanced  against 
football  is  that  it  is  dangerous  to  the  players.  Accidents 
do  happen,  it  is  true,  but  they  are  almost  all  of  slight 
importance.  The  danger  of  injury  to  boys  of  average 
health  and  strength  is  slight,  if  they  are  properly  trained 
and  prepared  for  hard  play. 

PERxmENT  Statistics. — It  is  well  to  consider  a  col- 
lection of  statistics  recently  made  by  Prof.  Edwin  G. 
Dexter  of  the  University  of  Illinois,  who  conducted  the 
most  accurate  and  thorough  investigation  of  college  foot- 
ball ever  attempted.  He  sent  out  a  series  of  questions 
which  were  answered  by  the  presidents  or  other  officers 
of  more  than  seventy  colleges.  It  was  found  that  in  the 
last  ten  years  no  less  than  22,776  students  had  played 
football  in  these  colleges,  that  only  654  of  that  great  army 
had  been  injured  enough  to  lose  time  from  their  classes, 
that  only  8  had  been  reported  as' permanently  injured, 
and  that  4  of  these  would  ultimately  recover.  Not  one 
death  could  be  traced  directly  to  football  in  this  large 
number  of  players.  A  large  accident-insurance  com- 
pany reported  to  him  that  in  the  time  during  which  they 
had  paid  43  claims  for  injuries  in  football,  they  had 


8  AMEKICAN^   FOOTBALL 

recorded  36  injuries  in  skating,  25  in  golf,  19  in  tennis, 
71  in  bowling,  and  97  in  swimming.  It  is  true  also  that 
whenever  there  had  been  a  larger  percentage  of  football 
hurts  in  preparatory  schools  than  in  colleges  it  has  been 
because  the  younger  players  had  not  trained  properly, 
had  made  the  mistake  of  playing  with  teams  too  heavy 
for  them,  or  had  thought  they  could  play  as  hard  and 
as  fast  and  as  long  as  the  older  and  more  seasoned  mem- 
bers of  the  college  teams. 


CHAPTEE   II 

HOW  AMERICAN   FOOTBALL  IS  PLAYED 

/  The  Field. — American  intercollegiate  football  is 
played  on  a  field  330  feet  long  by  160  feet  wide,  its 
boundaries  marked  by  lines  of  white  lime.  (See  Dia- 
gram A.)  Two  of  these  lines  are  known  as  "  side  "  or 
"  touch-lines,"  two  as  "  goal-lines."  When  the  ball 
passes  outside  of  these  lines  it  is  "  out  of  play  "  until 
returned.  The  territory  so  enclosed  is  marked  by  lines 
which  cross  the  field  at  5-yard  intervals. 

Between  the  two  "  25-yard  "  lines,  so  called  because 
they  are  25  yards  from  either  end  of  the  field,  other 
lines  running  lengthwise  of  the  field  5  yards  apart  give 
the  "  center  section  "  the  appearance  of  a  checker-board. 
Within  this  the  rules  provide  for  plays  that  are  not 
allowed  inside  the  "  25-yard  lines,"  and  the  partial 
"  checker-board  "  pattern  is  merely  adopted  to  help  the 
referee  in  deciding  whether  these  particular  plays  are  in 
violation  of  the  rules. 

Of  the  cross-lines,  three  have  special  significance — 
i.  e.,  the  two  "  25-yard  lines  "  and  the  "  55-yard  line," 
the  latter  marking  the  center  of  the  field  from  which  the 
kick-off  is  made  at  the  beginning  of  the  game  and  after 

9 


10  AMERICAN    FOOTBALL 

a  goal  lias  been  tried  for  from  toucli-down,  and  the  '^25- 
yard  lines  "  constituting  limits  beyond  which  the  oppo- 
nents may  not  advance  when  the  side  having  the  ball 
has  earned  a  "  kick-out ''  and  limiting  the  territory  in 
which  '^  mass  plays  "  may  be  used.  In  the  middle  of 
each  "  goal-line  "  stands  the  "  goal/'  consisting  of  two 
upright  posts  18  feet  6  inches  apart  connected  by  a  hori- 
zontal bar  10  feet  from  the  ground.  To  score  a  "  goal  " 
the  ball  must  be  kicked  above  the  cross-bar  and  within 
the  uprights. 

The  Team.  —  Eleven  players  constitute  a  team. 
Seven  of  these  are  known  as  "  rushers  "  or  '''  forwards  " 
and  constitute  the  "  line."  Four  others  are  known  as 
"  backs."  When  facing  the  opponents  for  a  "  scrim- 
mage "  in  ordinary  formation  they  are  distributed  as 
follows: 

Left        Left  Left  Center  Right         Right         Right 

End        Tackle      Guard  Guard         Tackle         End 

Quarter- 
Back 
Left  Right 

Half-Back  Half-Back 

Full- 
Back 

The  Object  of  the  game  is  to  get  the  ball,  a  spher- 
ical inflated  rubber  bladder  enclosed  in  a  covering  of 
grain  leather/  over  the  opponent's  "  goal-line."     This 


*  The  term  "  pigskin "  used  to  denote  the  foothall  is  now  only  a 
courtesy  title,  since  for  many  years  the  covering  of  the  ball  has  been 
made  of  English  grain  leather. 


Goal 

1                                           Goal 

Diagram  A. — ^The  football  field. 


12  AMERICAN   FOOTBALL 

may  be  done/  under  certain  restrictions  explained  in  the 
rules,  by  kicking  the  ball  or  carrying  it.  If  the  ball  is 
carried  over  the  opponent's  "goal-line"  by  a  player,  or  is 
secured  there  by  such  player,  a  "  touch-down  "  is  scored 
and  the  side  scoring  it  has  earned  a  free  "  try  at  goal." 
A  "  touch-down "  counts  5  points  and  a  goal  from 
"  touch-down  "1.  A  "  goal  "  may  also  be  effected  by  a 
kick  from  the  field  without  first  making  a  "touch-down," 
provided  the  kick  is  not  a  "  punt."  A  "  punt  "  is  a  kick 
made  by  dropping  the  ball  from  the  hand  and  meeting 
it  with  the  foot  before  it  touches  the  ground.  A  "  punt  " 
never  scores  a  point.  A  "  goal  from  field  "  may  be  made 
by  means  of  a  drop-kick — performed  by  dropping  the 
ball  from  the  hand  and  kicking  it  as  it  rises  from  the 
ground — or  a  "  place-kick,"  in  which  the  ball  is  kicked 
from  a  position  of  rest  upon  the  ground;  this  is  also  re- 
ferred to  as  a  "  kick  from  placement." 

A  "goal  from  field"  counts  5  points.  The  only  other 
method  of  scoring  is  by  a  "safety."  This  is  accomplished 
when  a  player  is  forced  to  touch  the  ball  down  behind 
his  own  goal-line,  and  counts  2  points  for  the  opponent, 
A  "  safety  "  is  used  only  when  the  side  having  the  ball 
is  hard  pressed,  in  order  to  prevent  the  opposing  side 
securing  the  ball  and  scoring  a  "  touch-down."  After 
making  a  "  safety "  the  side  retains  the  ball  and  is 
allowed  a  "  free  kick  "  from  any  point  short  of  its  25- 
yard  line.  A  "  free  kick  "  is  a  play  in  which  the  oppo- 
nents are  restrained  by  rule  from  interfering  with  the 
ball  until  the  kick  is  made. 


PUNTING. 


GoahCine 


"te 


00.1 
FB 


O 


PHB 


O 


LMB 

O 


h-o 


R7 


O 


^ 


25Yard  Line 


LE 

OH 


.RCx. 

o 


C3 


o 


LT  LG  LHB 


L£ 


^ 


RHB 


CCj  RT 


FB 


25  Yard  LFne 


.A^&oqI 


Goal  Line 


Diagram  B. — Position  of  players  on  football  field  at  kick-off. 


14  amekica:n^  football 

Play  is  begun  with  the  opposing  teams  distributed 
as  in  Diagram  B  and  the  ball  in  the  centre  of  the  field 
on  the  "  55-yard  line."  From  there  it  must  be  kicked 
off  by  means  of  a  "  place-kick  "  not  less  than  10  yards. 
The  object  of  the  side  having  the  ball  is  to  kick  it  as 
great  a  distance  as  possible  without  sending  it  over  the 
opponent's  "  goal-line  "  and  at  the  same  time  give  it 
sufficient  elevation  to  allow  the  players  of  that  side  to 
run  down  the  field  under  it  and  "  tackle  "  the  man  who 
secures  it  before  he  can  run  or  kick  it  back. 

In  the  present  case,  by  way  of  illustration,  we  will 
suppose  that  A's  "  full-back  "  has  kicked  off  the  ball  and 
that  B's  "  left  half-back ''  has  received  it.  Desiring  to 
retain  possession  of  it  for  his  side,  he  does  not  "  punt  '^ 
it  back,  but  instead  tucks  it  under  his  arm  and  runs  with 
it  toward  A's  "  goal,"  the  others  of  his  team  having 
quickly  formed  about  and  ahead  of  him  in  what  is 
termed  "  interference."  Meanwhile  the  opponent  (A) 
has  sped  forward  the  instant  the  ball  is  kicked  and  is 
charging  down  upon  the  man  with  the  ball,  who  is  called 
the  "  runner."  (Diagram  C.)  Ultimately  B's  "  inter- 
ference "  is  broken  up,  the  "  runner  "  is  "  tackled  "  and 
brought  to  earth  and  the  ball  becomes  ^^  dead."  It  is 
then  B's  ''  first  down." 

E^ow  comes  the  "  scrimmage  "  (Diagram  D).  The 
two  teams  "  line  up  "  on  either  side  of  an  imaginary  line 
passing  through  the  axis  of  the  ball  at  right  angles  with 
the  "  side-lines  "  and  B's  "  center  rush  "  or  "  snapper- 
back  "  stoops  over  the  ball  and  at  a  signal  from  "  quar- 


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Diagram  C. — Interference  formed  for  run-back  of  ball  after 
kick-ofif. 


16  AMERICAN   FOOTBALL 

ter-back  "  passes  it  between  his  legs  to  that  player  who 
may  run  with  it,  kick  it  or  pass  it  to  a  third  player,  who 
in  turn  may  advance  it  by  running  or  kicking  or  may 
again  pass  it  to  yet  another  member  of  his  team,  or, 
failing  to  do  any  of  these,  touch  it  to  the  ground,  when 
it  again  becomes  "  dead,"  and  "  second  down  "  is  called. 
If  in  three  consecutive  "  downs  "  the  ball  has  not  been 
advanced  5  yards  it  goes  to  the  opponent.  There  is, 
however,  one  exception  to  this  rule ;  if  the  side  having 

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Diagram  D. — Positions  of  players  at  scrimmage  :  B  has  the  ball. 

the  ball  wishes  to  retain  possession  of  it  at  the  sacrifice 
of  territory  it  may  do  so  by  taking  it  back  20  yards 
and  there  touching  it  down  for  a  "  first  down."  This  is, 
naturally,  a  play  seldom  used. 

If  in  "  two  downs  "  the  team  with  the  ball  finds  itself 


HOW    FOOTBALL    IS    PLAYED  17 

unable  to  "  make  ground  "  or  advance  the  ball  it  will 
usually  kick.  In  this  case  one  of  the  players  stands  back 
from  the  line,  receives  the  ball  and  punts  it  down  the 
field.  Thereupon  all  the  players  of  his  team  are  "  off- 
side.'' 

"  In  a  general  way  it  may  be  said  that  ^  off-side  ' 
means  between  the  ball  and  the  opponents'  goal,  while 
*  on-side '  means  between  the  ball  and  one's  own  goal. 
A  player  is  barred  from  handling  the  ball  when  in  the 
former  predicament.  When  a  ball  has  been  kicked  by 
a  player,  all  those  of  his  side  who  are  ahead  of  him,  that 
is  between  him  and  the  opponent's  goal,  are  off-side  until 
the  ball  has  been  touched  by  an  opponent." — (Walter 
Camp.) 

Penalties. — For  this  and  other  offenses  "  penal- 
ties "  are  provided  by  the  rules,  these  "  penalties  "  en- 
tailing either  the  loss  of  the  ball  or  of  territory.  A 
team  may  be  also  penalized  when,  if  it  has  the  ball,  one 
of  its  members  uses  his  hands  or  arms  to  detain  an  oppo- 
nent ;  if,  when  it  has  not  the  ball,  any  player  uses  hia 
hands  or  arms  for  any  purpose  other  than  to  get  an  oppo- 
nent out  of  the  way ;  if  any  player  interferes  with  the 
"  snapper-back  "  while  he  is  putting  the  ball  in  play ;  if 
any  player  trips  an  opponent  or  indulges  in  unnecessary 
roughness ;  if  any  player  throws,  passes,  or  bats  the  ball 
toward  the  opponent's  goal  and  if  any  player  interferes 
with  a  player  of  the  other  side  when  the  latter  is  about 
to  make  a  "  fair  catch." 


18  AMERICAI^   FOOTBALL 

Kicking. — There  are  three  methods  of  kicking  the 
ball.  A  "  Punt "  is  made  by  dropping  the  ball  from 
the  hand  and  kicking  it  before  it  reaches  the  ground. 

A  '^  Drop-Kick  "  is  made  by  dropping  the  ball  to  the 
ground  and  kicking  it  just  at  the  rebound. 

A  *'  Place-Kick/'  or  "  kick  from  placement,"  is 
made  by  kicking  the  ball  while  it  is  on  the  ground.  In 
the  "  kick-off  "  a  "  place-kick  "  is  used,  the  ball  being 
"  cocked  ''  in  a  depression  of  the  soil.  In  a  "  try-at- 
goal "  after  a  "  touch-down  "  the  "  place-kick ''  is  also 
used,  in  this  case  the  ball  being  pointed  and  so  held  by 
another  player.  A  "  goal  from  field  "  may  be  made 
either  from  a  "  place-kick  "  or  a  ^'  drop-kick  " ;  never 
from  a  "punt.'' 

A  "  Pair  Catch  "  is  made  by  catching  the  ball  after 
it  has  been  kicked  by  the  opponent  before  it  touches 
the  ground,  at  the  same  time  making  a  mark  with  the 
heel  to  signify  that  no  attempt  at  running  will  be  made. 
A  "  fair  catch ''  entitles  the  side  making  it  to  put  the 
ball  in  play  by  "  punt,"  "  drop-kick  "  or  "  place  kick  " 
without  interference  by  the  opponent.  This  is  termed  a 
"  free  kick." 

The  game  consists  of  two  thirty-five  minute  halves 
with  a  ten-minute  intermission,  or  shorter  periods  of 
play  may  be  used  if  mutually  decided  upon  by  the 
captains  of  the  contesting  teams.  Time  is  taken  out 
while  the  ball  is  being  brought  out  for  a  "  try-at-goal," 
"  kick-out "  or  "kick-off,"  when  the  game  is  unneces- 


HOW    FOOTBALL    IS    PLAYED  19 

sarily  delayed  or  when  play  is  suspended  by  referee  or 
umpire. 

The  Officials  are  an  Umpire,  whose  duty  it  is  to 
decide  upon  the  conduct  of  the  players ;  a  Eef eree,  who 
decides  questions  regarding  the  ball's  movements;  and 
a  Linesman,  who,  with  two  assistants,  one  representing 
each  contesting  team,  marks  the  distance  gained  or  lost, 
assists  the  other  officials  in  penalizing  violations  of  the 
rules  and  keeps  the  time. 

This  is  by  no  means  all  of  football ;  but  enough  has 
been  written  to  supply  a  foundation  upon  which  the  un- 
initiated may  build  a  knowledge  of  the  subject. 


CHAPTEE   III 

FORMING  A  TEAM 

Football  a  Kecreation. — Before  going  further  it 
is  well  to  emphasize  one  point  in  the  hope  that  it  will 
be  remembered  by  the  reader:  Football  is  a  recreation 
and  not  a  profession.  If  you  go  in  for  the  game  bear 
this  in  mind.  Very  often,  if  you  make  the  team,  you 
will  find  yourself  inclined  to  doubt  the  truth  of  this  state- 
ment, for  nowadays  the  training  of  a  football  eleven  has 
become  such  a  serious  and  systematized  undertaking  that 
the  candidate  very  naturally  receives  a  wrong  idea  of  its 
importance.  If  you  go  in  for  football,  put  your  whole 
soul  into  it,  as  the  saying  is,  as  long  as  you're  at  play  or 
practise;  but  leave  football  behind  you  when  you  leave 
the  field ;  don't  take  it  into  class,  don't  take  it  home  and, 
above  all,  don't  take  it  to  bed  with  you.  When  you  find 
football  taking  up  too  much  of  your  thought  or  time, 
which  is  especially  likely  to  be  the  case  just  before  a  big 
game,  recollect  that  in  a  year  no  one,  yourself  included, 
is  going  to  care  a  button  who  won,  or  why.  Football,  in 
short,  is  a  good  game — there  isn't  a  better  one — but  it 
isn't  the  chief  thing  in  life  nor  half  so  important  as  it 
sometimes  seems. 


FOEMIiXG    A    TEAM  21 

Laying  the  Foundations. — The  forming  of  a  team 
to  represent  a  school  should  be  done  carefully.  If  the 
school  has  never  supported  a  team  before  the  necessity 
for  care  in  the  undertaking  is  largely  increased.  Future 
success  will  depend  largely  upon  the  laying  of  a  firm 
foundation  now,  therefore  don't  approach  the  project  at 
haphazard.  The  first  step  should  be  to  consult  the  fac- 
ulty. Don't  stop  at  getting  their  permission ;  enlist  their 
active  interest  if  possible.  Find  out  what  the  faculty's 
attitude  is  to  be  in  regard  to  the  use  of  a  training  table, 
trips  away  from  home  and  similar  matters.  In  case  you 
think  the  faculty  should  make  more  allowances  than 
they  appear  willing  to,  call  in  the  services  of  such  influ- 
ential graduates  of  the  school  as  you  can  reach. 

The  next  step  should  be  the  obtaining  of  the  ap- 
proval of  the  school.  If  possible  secure  a  mass-meeting. 
Get  the  whole  student  body  behind  the  team  at  the  very 
start.  At  the  meeting  explain  the  attitude  of  the  fac-. 
ulty;  perhaps  you  will  be  able  to  get  some  member  of 
the  faculty  to  do  this  for  you;  tell  what  the  plans  are 
and  ask  the  school's  support.  Secure  the  appointing  of 
a  committee,  to  consist  of  three  persons  representing  the 
faculty,  the  alumni  and  the  students,  to  take  charge  of 
the  work.  This  committee  should  at  a  subsequent  meet- 
ing elect  a  manager  and  with  him  perfect  final  arrange- 
ments as  to  the  field,  the  securing  of  games  with  other 
schools,  etc.,  and  issue  the  call  for  candidates.  The  ap- 
pointment of  a  temporary  captain  should  follow  and 
under  his  direction  the  first  two  weeks  of  practise  may 


22  AMEEICAN   FOOTBALL 

be  held.  But  by  the  end  of  the  first  week  in  October,  if 
possible,  such  candidates  as  have  been  selected  for  the 
first  and  second  elevens  should  hold  a  meeting  and  elect 
a  permanent  captain. 

Selecting  a  Coach. — Before  this,  however,  the 
question  of  the  selection  of  a  head  coach  will  have  pre- 
sented itself  for  consideration,  and  whereas  in  subsequent 
years  it  will  be  well  to  give  the  captain  a  voice  in  this 
matter,  in  the  present  case  because  of  the  press  of  time 
it  will  be  necessary  to  leave  the  appointment  of  that  offi- 
cial to  the  Advisory  Committee  and  manager.  If  possi- 
ble secure  an  alumnus.  All  other  things  being  equal, 
the  fact  of  the  coach  being  a  graduate  of  the  school  will 
tend  toward  better  results.  With  the  advent  of  the 
coach  football  affairs  will  be  in  the  hands  of  six  persons, 
i.  e.,  the  three  members  of  the  advisory  committee,  the 
manager,  the  captain  and  the  coach. 

It  is  quite  possible,  however,  that  because  of  lack  of 
money  or  for  some  other  reason  the  employment  of  a 
regular  coach  will  be  out  of  the  question,  for  the  first 
year  at  least.  In  that  case  the  captain  must  be  both  cap- 
tain and  coach.  But  the  lack  of  a  regular  coach  need  not 
necessarily  mean  that  the  team  is  to  receive  no  experi- 
enced instruction.  It  should  not  be  a  difficult  matter  to 
arrange  with  a  number  of  patriotic  graduates  for  two  aft- 
ernoons a  week  of  coaching,  and  perhaps,  in  addition, 
the  funds  in  hand  will  allow  of  the  engagement  of  a 
good  coach  for  a  week  before  the  important  game.  With 
such  assistance  the  captain  should  be  able  to  get  through 


rOKMIXG   A   TEAM  23 

the  season  very  well.  Unless  the  school  has  a  regular 
trainer  the  physical  care  of  the  men  must  be  left  to  the 
physical  director. 

To  THE  Captain  who  must  be  his  own  coach  the  fol- 
lowing remarks  are  addressed:  Football  is  essentially  a 
game  of  team-play,  and  without  team-play,  no  matter 
how  brilliant  its  members  may  be  individually,  no  eleven 
can  hope  to  win.  But  at  the  same  time,  as  no  eleven  is 
stronger  than  its  weakest  player,  the  necessity  for  thor- 
ough individual  training  is  apparent.  It  is  a  fault  with 
many  school  teams  that  individual  coaching  is  skimped  in 
order  to  develop  team-work.  This  doesn't  pay  in  the 
long  run.  It  is  like  erecting  a  good  building  on  a  faulty 
foundation. 

The  football  season  is  practically  nine  weeks  long; 
of  these  not  less  than  four  weeks  should  be  devoted  en- 
tirely to  individual  training.  The  head  coach  or  captain 
should  arrange  beforehand  a  systematic  plan  for  the 
team's  development  and  should  adhere  strictly  to  it. 
There  will  come  times  when  the  captain  training  his  first 
team  will  be  assailed  by  a  veritable  panic,  when  it  will 
seem  to  him  that  the  team  is  wofully  behind  the  season 
and  when  the  temptation  to  drop  rudimentary  work  and 
plunge  into  team  play  will  be  strong.  This  experience 
is  almost  inevitable,  and  while  it  lasts  it  constitutes  an 
unpleasant  period.  The  temptation  must  be  resisted  and 
the  original  plan  maintained. 

From  the  first  passing  of  the  ball  in  a  circle  by  the 
candidates  to  the  last  game  of  the  season  the  captain 


24  AMERICAN   FOOTBALL 

should  keep  liis  eyes  busy.  It  will  not  do  to  depend  alto- 
gether upon  the  memory ;  a  note-book  is  indispensable  in 
keeping  track  of  the  individual  work  of  the  candidates. 
In  this  'book  he  should  keep  a  record  of  every  player's 
progress;  the  player  who  does  not  progress  after  a  fair 
interval  should  be  dropped  from  the  book  and  the  squad. 
When  the  time  comes  for  the  final  selection  of  the  can- 
didates to  form  the  first  eleven  the  records  will  be  found 
invaluable. 

The  first  day's  practise  should  consist  of  passing  the 
ball,  starting  and  falling  on  the  ball.  For  passing  form 
your  men  into  rings  of  a  dozen  or  so  each  and  see  that  the 
straight-arm  pass  and  the  elbow  or  groin  catch  is  per- 
formed correctly;  in  case  of  a  fumble  insist  that  the 
fumbler  shall  drop  upon  the  ball.  Xext  form  the  men 
into  line  and  start  them  either  by  waving  your  cap  or  by 
snapping  a  ball.  Quick  starting  is  essential  and  too 
much  practise  can  not  be  given.  In  falling  upon  the  ball 
arrange  the  men  in  a  line;  in  this  way  you  will  have 
them  better  imder  your  eye.  Start  with  a  ball  moving 
away  from  the  player,  then  change  to  one  moving  toward 
him.  Make  the  first  day's  practise  sharp  and  short;  a 
half-hour  is  sufficient.  Finish  it  up  with  a  brisk  half- 
mile  run. 

The  second  day's  work  should  vary  but  slightly  from 
the  first's.  Catching  and  passing,  starting  and  falling  on 
the  ball  should  be  given,  and  a  half-hour  will  be  suffi- 
cient. The  half-mile  run  may  be  increased  to  three- 
quarters. 


FOEMIXG   A   TEAM  25 

On  the  third  day  further  variations  of  falling  on  the 
ball  may  be  introduced;  as  ball  moving  toward  player 
from  the  right,  toward  him  from  the  left.  Kicking  and 
catching  by  the  backs  should  be  inaugurated  with  center 
men  passing  the  ball  to  the  kicker.  The  forwards  should 
be  given  a  stiff  run  of  a  mile  and  the  balance  of  the  can- 
didates should  be  jogged  around  the  field  for  such  dis- 
tances as  their  conditions  require,  being  careful  always 
not  to  wind  them  too  severely  so  early  in  the  season. 

The  remaining  variations  in  falling  on  the  ball  may 
be  taken  up  on  the  fourth  and  fifth  days;  ball  moving 
away  from  player  to  the  left ;  to  the  right ;  ball  dropped 
at  player's  feet;  diving  for  motionless  ball.  Blocking 
for  the  forwards  may  be  begun  about  the  fifth  day,  the 
candidates  being  lined  up  opposite  each  other  and  tak- 
ing turns  at  blocking  and  charging,  the  signal  being 
given  by  the  snapping  of  a  ball  in  the  hands  of  the  cen- 
ters. The  forwards  may  be  sent  on  a  run  of  a  mile  and 
a  half  and  the  others  a  mile  at  a  brisk  pace. 

At  the  beginning  of  the  second  week  the  afternoon's 
work  will  consist  of  about  the  following: 
•  1.  Falling  on  the  ball. 

2.  Catching  punts  for  all  hands. 

3.  Blocking  and  breaking  through  for  the  forwards. 
Kicking  and  catching  for  the  backs. 

4.  Two-mile  run  for  backs;  one-and-a-half -mile  run 
for  forwards,  condition  and  weather  permitting. 

If  a  dummy  is  used  instruction  in  tackling  should  be- 
gin at  this  time  and  be  continued  daily  until  the  practise 


26  AMEEICAN   FOOTBALL 

games  provide  experience.  It  is  well,  however,  to  keep 
the  dummy  handy  until  the  end  of  the  season,  since  some- 
times players  who  excel  in  other  branches  are  backward 
at  tackling,  in  which  case  a  few  minutes  daily  at  the 
dummy  is  highly  beneficial. 

Toward  the  last  of  the  second  week  is  time  enough 
to  pick  two  teams  and  start  the  daily  line-ups.  Instruct 
each  team  in  from  four  to  six  simple  plays,  as  half-back 
between  guard  and  center,  same  between  guard  and 
tackle,  same  around  his  own  end,  full-back  between 
guard  and  center,  same  around  the  end.  Give  them  sig- 
nals, the  simpler  the  better,  and  have  them  go  through 
the  plays,  at  first  at  a  walk  and  afterward  at  full  speed. 

Follow  this  up  the  next  day  with  a  ten-minute  line-up 
of  hard  playing.  Start  now  with  the  instruction  of  posi- 
tion playing.  You  will  need  assistance  now  if  at  any 
time  during  the  season,  since  each  position  ought  to  be 
taught  by  some  one  who  knows  thoroughly  how  to  play 
it.  But  if  assistance  isn't  to  be  had,  do  the  best  you  can 
and  don't  despair.  Remain  out  of  the  line-up  as  much 
as  you  can  without  endangering  your  own  progress  and 
study  the  work  of  each  player,  correcting  mistakes  to  the 
best  of  your  ability  and  insisting  on  proper  form  at  all 
times.  After  some  progress  has  been  made  add  more 
complicated  plays  and  teach  a  more  extensive  code  of 
signals  to  each  team.  Signal  practise  may  be  held  in- 
doors two  or  three  evenings  a  week,  and  when  the  more 
important  plays  are  to  be  learned  instruction  by  means 


FORMING   A   TEAM  27 

of  diagrams  on  a  blackboard  or  on  large  sheets  of  paper 
should  precede  the  gridiron  trials. 

By  the  second  week  in  October  matches  with  out- 
side teams  will  have  begun.  At  this  time  of  the  season 
the  halves  ought  not  to  be  longer  than  fifteen  and  ten 
minutes;  from  now  on  they  may  be  increased  gradually 
until  at  the  game  prior  to  the  last  contest  they  consist  of 
two  thirty-minute  periods. 

In  the  first  game  with  an  outside  eleven  team-work 
will  probably  be  conspicuous  for  its  absence.  This  is  as 
it  should  be.  Individual  work  is  the  first  and  most  neces- 
sary thing  to  consider;  it  is  the  foundation  on  which  the 
perfect  structure  is  to  be  built.  With  the  fundamentals 
once  hammered  into  the  team  the  coach  may  begin  on 
team-work  with  a  light  heart;  not  that  the  rest  is  play, 
but  he  has  obtained  a  firm  foundation,  and  no  matter 
how  much  weight  of  instruction  he  piles  on  top,  it  is 
going  to  stand. 

Guard  against  overwork;  remember  that  a  prepara- 
tory-school player  won't  stand  what  a  college  man  will, 
no  matter  how  willing  and  ambitious  the  former  may 
be.  On  the  other  hand,  watch  out  for  indications  of 
staleness.  The  key-note  of  good  condition  is  regular 
work,  but  not  too  much  at  a  time. 

Ten  minutes  of  dumb-bell  exercise  should  be  taken 
by  the  entire  squad  every  day  before  outdoor  practise 
to  limber  up  the  muscles.  This  exercise  will  prevent 
many  of  the  minor  strains  which  often  delay  the  progress 


28  AMERICAN   FOOTBALL 

of  a  team  at  the  beginning  of  the  season,  and  should  be 
continued  for  about  ^ve  weeks.  Don't  allow  any  can- 
didate to  shirk  it.  Stiff  or  strained  muscles  are  useless 
on  the  gridiron. 

Study  your  men.  When  the  time  for  forming  the 
provisional  first  and  second  elevens  comes  give  consid- 
eration to  the  spirit  of  the  candidates.  Beef  is  good;  so 
is  brawn;  but  without  the  right  spirit  it  is  "  dead  wood." 
The  most  brilliant  player  on  the  team  sometimes  proves 
a  "  quitter  "  when  the  supreme  trial  comes,  and  seventy 
minutes  of  fierce,  grueling  play  will  occasionally  make 
cowards  of  the  brawniest  of  men. 

Maintain  discipline  during  practise.  Permit  no  loaf- 
ing. Plan  the  afternoon's  work  ahead  so  that  every  one 
will  have  something  to  do  all  the  time. 

Insist  upon  being  addressed  respectfully  by  the  play- 
ers. Don't  be  "  Jim  "  or  "  Tom  "  or  "  Dick  "  during 
practise  hour.  You're  in  command;  make  that  under- 
stood at  the  start.  As  long  as  you  are  head  coach  you 
are  entitled  to  be  addressed  respectfully  as  "  Coach  "  or 
"Mr.  Coach." 

Don't  wind  your  men.  Lung  endurance  is  a  valuable 
asset  in  the  football  player  and  its  development  is  a  mat- 
ter of  gradual  work.  A  player  will  have  twice  the 
lung  power  at  the  end  of  the  season  than  at  the  first  if 
he  is  not  overtaxed  severely.  When  a  man  is  winded 
take  him  out  and  let  him  rest ;  then  send  him  back  again 
into  the  game. 

Penalize  high  tackling  by  taking  the  offender  out 


FOEMIiXG   A   TEAM  29 

of  the  game  for  the  rest  of  the  day.  This  is  an  effectual 
method  of  getting  rid  of  a  dangerous  fault. 

Insist  that  players  drop  on  the  ball  whenever  it  is 
dropped.     Never  allow  them  to  stoop  for  it. 

In  unimportant  games  instruct  your  team,  after 
making  its  first  score,  to  make  succeeding  scores  through 
the  strongest  point  in  the  opposing  line.  This  will  aid 
in  developing  the  fighting  spirit  without  which  a  team  is 
incapable  of  commanding  victory. 

Remember  that  a  simple,  ground-gaining  play  is  bet- 
ter than  any  number  of  involved  and  difficult  tricks 
which  may  look  brilliant  in  diagram  but  which  only  suc- 
ceed in  tying  the  team  into  knots.  School  teams  very 
frequently  waste  much  precious  time  prior  to  a  final  con- 
test trying  to  perfect  themselves  in  three  or  four  spec- 
tacular "  sky-rocket  "  plays  which  when  tried  against  the 
opponent  only  look  ridiculous  and  possibly  lose  the  ball. 
One  or  two  good  tricks  are  not  to  be  despised,  but  they 
should  be  used  sparingly  and  advisedly.  Trick  plays 
belong  of  right  to  advanced  teams,  and  while  the  uni- 
versity team  may  use  a  large  number  of  them  to  ad- 
vantage the  school  team  would  do  better  to  confine  its 
attack  to  straightforward  plays  in  which  as  few  men  as 
possible  are  concerned  and  the  risk  of  confusion  is  slight. 

Encourage  your  men  to  "  get  together  "  at  all  times; 
foster  the  spirit  of  camaradarie;  take  the  team  into  your 
confidence  whenever  possible;  when  a  policy  is  decided 
upon  tell  them  what  it  is  and  why  it  was  chosen.  Let 
it  be  "  shoulder  to  shoulder  "  in  every-day  life  as  well  as 


30  AMEKICAN    FOOTBALL 

in  the  contests,  so  that  when  the  final  battle  comes  it  will 
be  a  case  of  "  eleven  men  working  as  one." 

To  THE  Player. — ^Every  boy,  barring  physical  in- 
firmity, can  learn  to  play  football  well  enough  to  become 
more  or  less  of  a  factor  in  the  football  situation.  If  he 
fails  to  make  the  first  team,  there  is  the  second;  if  he 
doesn't  get  on  to  the  second,  there  are  the  class  teams 
and  the  scrub  elevens.  There  the  glory  to  be  gained  is 
less  gorgeous,  but  still  glory ;  and  bear  in  mind  that  from 
a  class  team  to  the  second  eleven  is  an  easy  step  and  that 
this  year's  second  will  be  next  year's  first,  to  a  large 
extent. 

But  the  boy  who  has  true  sportsmanship  in  him  will 
play  for  the  mere  love  of  playing  without  dwelling  over- 
much upon  w^hether  or  not  the  honor  of  fighting  for  the 
school  in  the  championship  contest  is  to  fall  to  his  share. 
And  that  boy  is  very  likely  to  make  the  team.  The  hard 
knocks  and  the  aching  muscles  that  will  become  the  be- 
ginner's portion  at  first  will  bring  dismay;  and  the  dis- 
covery that  instead  of  knowing,  as  he  supposed,  the  game 
from  A  to  Z  he  has  almost  everything  to  learn,  is  likely 
to  discourage  him  for  a  while.  But  if  he  possesses  that 
mysterious  something  called  "  football  instinct  "  to  any 
degree  discouragement  will  pass  quickly,  the  bruises  will 
heal  and  his  knowledge  of  the  finer  points  of  the  game 
will  increase  with  leaps  and  bounds,  proving  that  he 
"  has  it  in  him." 

"  Football  instinct  "  is  something  more  than  a  mere 
ability  to  learn  the  rules  and  remember  them,  to  run 


FOKMmG   A    TEAM  31 

high,  tackle  low  and  keep  the  eye  on  the  ball;  it  is  some- 
thing not  every  player  has,  but  when  he  has  it  it  makes 
itself  apparent  early  in  the  season  and  that  player  is 
pretty  likely  to  find  himself,  sooner  or  later,  wearing 
the  coveted  letter  on  his  sweater. 


g- 


CHAPTEE   IV 
TRAINING 

Physical  Fitness  Essential. — Every  boy  realizes 
that  a  good  physical  condition  is  essential  if  success  is  to 
be  won  in  any  branch  of  athletics.  Football,  of  all  the 
athletic  sports  indulged  in,  except  rowing,  is  probably 
the  most  exacting  on  muscular  strength,  endurance  and 
nervous  enej;g;^.  Careful  training,  therefore,  is  of  first 
consideration.  But  there  is  a  vast  difference  between 
careful  training  and  overtraining,  a  fact  which  is  at 
length  being  recognized.  The  old  methods  of  exhaust- 
ing practise  on  a  diet  of  raw  beef  have  fortunately 
given  place  to  more  common-sense  systems,  and  nowa- 
days a  man  may  play  football  without  living  like  a 
freak  in  a  circus  side-show.  There  still  exists,  however, 
much  difference  of  opinion  between  the  various  authori- 
ties as  to  the  best  means  of  training  for  football.  But 
at  the  same  time  there  are  certain  rules  wdiich  expe- 
^rience  has  proved  to  be  good,  and  it  is  on  those  that  this 
chapter  is  based. 

If  the  material  which  comes  to  the  hands  of  the 

trainer  or  coach  at  the  beginning  of  the  season  consisted 

of  from  thirty  to  sixty  fellows  each  in jhardj  fit  physical 

condition  his  task  would  be  comparatively  simple.    But 

33 


TRAINING  33 

this  is  never  the  ease.  There  may  be  among  the  can- 
didates a  very  few  who  have  kept  in  training  from  the 
previous  season  and  some  who  have  led  healthful  out- 
door lives  during  the  summer  months,  but  the  great 
majority  will  be  fellows  who  have.n£ver_trained  in  their 
lives  and  who  have  given  but  the  scantiest  consideration 
to  physical  well-being.  Before  the  coach  can  make  foot- 
ball players  of  such  he  must  first  turn  them  into  athletes; 
that  is,  he  must,  by  a  careful  regime  of  calisthenics,  out- 
door_exeicise  and  proper  diet  strengthen  their  bodies  and 
clear  their  brains.  As  his  material  does  not  come  to 
him  until  the  beginning  of  the  football  season,  it  follows 
that  the  first  t^OJiT-ihree  weeks  are  a  period  of  physical 
jrppar^tinn  rather  than  of  instruction  in^the  game.  To 
be  sure,  the  game  is  taught  during  that  period,  but  only 
as  the  condition  of  the  players  permits,  slowly  and  with 
the  utmost  caution.  If  the  candidates  were  in  good 
physical  shape  when  taken  in  hand  by  the  trainer  or 
coach  the  latter  would  be  spared  much  trouble  and 
worry  and  would  be  able  to  teach  a  great  deal  more  foot- 
ball during  the  nina^veeks  than  he  can  now. 

Avoid  Ovekworking. — During  the  period  of  phys- 
ical hardening,  which  may  last  from  two  to  three  weeks, 
the  player  is  far  more  liable  to  injury  than  later  in  the 
season;  his  muscles  are  not  yet  working  smoothly;  his 
flesh  has  not  hardened ;  his  hing-pgwer.  is  not  fully  devel- 
oped and  he  is  easily  tired.  A  wearied  player  is  much 
more  liable  to  injury  than  a  fresh  one,  and  many  of  the 
minor  sprains  and  bruises  so  common  at  the  beginning  of 


34  AMEKICAN  FOOTBALL 

the  season  are  due  entirely  to  overexertion.  It  has  fre- 
quently happened  that  teams  have  had  so  many  players 
placed  upon  the  hospital  list  from  early-season  accidents 
that  they  have  been  unable  to  line  up  in  full  strength 
before  the  last  week  in  October.  There  is  one  axiom, 
then,  upon  which  too  much  emphasis  can  not  be  laid, 
and  that  is:   Go  easy  for  the  first  three  weeks. 

But  even  after  the  three  weeks  is  up  there  is  still 
necessity  for  moderation  as  to  the  amount  of  work.  A 
well-known  and  successful  trainer  has  laid  down  the  rule 
that  two  h.gms.  of  football  each  working-day,  whether  in 
gymnasium,  on  the  field  or  in  the  lecture-room,  are  suffi- 
cient for  any  college  team.  If  we  accept  that  as  correct, 
then  an  hour  and  a  half  should  limit  the  work  of  a  pre- 
paratory-school team  even  at  the  end  of  the  season. 
There  is  no  doubt  but  that  overtraining  is  still  prevalent 
among  school  teams  and  is  largely  accountable  for  the 
injuries  reported.  Trainers  and  coaches  are  apt  to  lose 
sight  of  the  fact  that  their  charges  have  not  the  physical 
stamina  that  they  have.  Even  if  the  overtrained  player 
escapes  injury,  he  is  still  of  doubtful  value  to  his  team 
— in  fact,  the  average  coach  will  choose  an  undertrained 
player  rather  than  one  who  is  overtrained.  Therefore  if 
you  are  coach  or  captain  avoid  overtraining  your  men. 
If  you  are  a  player  avoid  becoming  overtrained;  take 
warning  by  the  first  continued  spell  of  lassitude  or 
"  don't  careishness  "  and  report  your  condition  to  the 
trainer;  don't  wait  for  him  to  find  it  out. 

No  harm  can  come  from  playing  the  men  hard ;  push 


TKAIKmG  35 

them  all  you  want  to;  fast,  snappy  practise  is  what  they 
expect  and  want;  but  learn  when  to  stop.  The  danger 
lies  in  keeping  at  it  too  long. 

Overwork  is  especially  liable  to  fall  to  the  lot  of 
heavy  line  men,  notably  centers  and  guards.  Usually 
these  will  commence  practise  with  anywhere  from  10  to 
30  pounds  of  useless  weight,  which  must  be  worked  off. 
Until  it  is  worked  off  it  is  a  serious  encumbrance  and  it 
is  not  wise  to  require  the  same  amount  of  work  from 
these  heavy-weights  as  from  men  who  are  in  fair  condi- 
tion. The  extra  weight  tells  and  they  are  easily  over- 
taxed. Their  work  should  be  light  at  first,  gradually 
increasing  as  their  condition  betters.  To  play  such  men 
a  small  portion  of  each  day  is  all  that  should  be  attempted. 

Practise  alone  will  not  take  off  their  superfluous 
weight  and  running  must  be  resorted  to.  Here  short 
sprints  at  good  speed  are  what  are  required  and  not  long 
runs.  Thirty-  or  40-yard  dashes  at  a  pace  something 
under  their  best,  with  walking  between,  will  soon  elimi- 
nate the  undesirable  weight.  With  this  a  certain  amount 
of  setting-up  work  in  the  gymnasium  may  be  resorted  to. 

The  backs,  too,  are  liable  to  receive  rather  too  much 
attention  from  the  coach.  To  use  the  same  trio  all 
through  a  thirty-minute  practise  risks  disaster  both  for 
them  and  for  the  team.  A  man  should  leave  the  field 
with  something  left  in  him  and  not  all  tuckered  out. 
After  a  back  has  learned  the  lesson  you  are  teaching  and 
has  proved  it  to  you  by  his  playing  it  is  far  better  to  take 
him  out  than  to  keep  him  hammering  at  the  line  or  run- 


36  AMERICAN   FOOTBALL 

niiig  tlie  ends  until  he  is  tired  out  and  the  work  has 
begun  to  seem  distasteful. 

"  Make  haste  slowly  "  is  one  of  the  best  maxims  that 
a  football  coach  can  paste  in  his  hat. 

What  to  Eat. — As  to  diet,  the  Jjest^xule  is  to  eat 
what  agrees  with  you.  As,  however,  players  in  training 
can  not,  unfortunately,  be  trusted  to  observe  this  rule, 
a  little  advice  for  the  guidance  of  those  in  charge  of  their 
dietary  welfare  may  be  of  service. 

The  food  should  be  well  and  plainly  cooked  and 
attractively  served.  Variety  should  be  sought  after. 
The  men  should  have  enough,  but  overeating  should  be 
carefully  guarded  against.  See  that  plenty  of  time  is 
taken;  rapid  eating  is  the  w^rst  offense  one  can  perpe- 
trate against  the  stomach.  Avoid  much  water  at  meal- 
times, but^rink  often  when  away  from  the  table  and 
always  before  retiring  and  on  arising.  Never  take 
water,  save  to  rinse  the  mouth  out,  from  the  time  you 
dress  for  play  until  you  are  once  more  in  street  clothes. 

Use  no  alcoholic  drinks  unless  prescribed  by  the 
physician.    Do  not  smoke.    Never  eat  between  meals. 

Beef,  roasted  or  broiled,  mutton,  roasted,  boiled  or 
broiled,  chicken  and  turkey  are  the  meats  to  eat.  Fish 
should  be  used  occasionally.  Eggs  cooked  in  any  man- 
ner are  desirable.  Eat  no  hot  bread.  Cereals,  especially 
the  less  starchy  ones,  are  valuable  so  long  as  they  do  not 
satisfy  the  appetite  to  the  exclusion  of  meat  and  vege- 
tables.    Vegetables  should  be  eaten  freely,  and  also  fresh 


TRAINIIS^G  37 

and  dried  fruits..     Substitute  boiled  rice  for  potatoes  at 
least  three  times  a  week.     AvjaiiLpastry,, 

Regularity  in  Daily  Life  is  an  important  factor. 
The  time  of  rising,  of  meals,  of  practise  and  of  retiring 
should  be  on  schedule  during  the  training  season. 
Plenty  of  restful  sleep  is  essential,  but  it  is  impossible  to 
lay  down  any  rule  as  to  the  length  of  sleeping  which  may 
apply  to  all  cases.  Some  persons  find  seven  hours  all 
that  they  need,  while  others  can  not  be  refreshed  by  less 
than  nine.  Bedtime  should  be  fixed  at  no  later  than  ten 
o'clock,  however,  and  if  breakfast  is  at  7.30  there  will 
intervene  sufficient  time  to  accommodate  long  sleepers 
and  short  sleepers  alike. 

Overtraining. — An  ounce  of  prevention  is  worth  a 
pound  of  cure,  and  it  is  much  better  to  prevent  over- 
training than  to  cure  it.  But  if  the  trouble  does  occur, 
^t  and  change  form  the  best  remedy.  Lay  the  player 
off  for  two  or  three  days,  let  him  take  his  meals  away 
from  the  training-table  and  instruct  him  to  keep  his  , 
mind  away  from  football.  Lie  should  spend  all  the  time 
possible  out  of  doors,  taking  w^alks  of  from  two  to  four 
miles  at  a  pace  brisk  enugh  to  keep  his  muscles  in  com- 
mission. If  the  player's  home  is  not  too  far  away,  and 
it  is  possible  to  send  him  there  for  a  day  or  two,  do  so  by 
all  means.  Change  of  scene  and  associations  ..is.jJ4i.,ex;;^ 
cellent  antidote. 

The  use  of  chewing-gum  during  practise,  to  keep  the 
mouth  moist,  is  not  advisable  save  possibly  in  early  sea- 
son on  extremely  warm  days.     After  you  have  become 


38  AMERICAN   FOOTBALL 

accustomed  to  the  work  you  will  find  that  your  mouth 
is  sufiiciently  moist  without  gum. 

Those  having  preparatory-school  teams  in  charge 
should  be  careful  not  to  allow  their  players  to  meet  teams 
much  excelling  them  in  weight  and  strength.  Many  of 
the  injuries  sustained  by  young  players  are  due  to  such 
ill-advised  encounters. 

Attiee. — Too  much  attention  can  not  be  given  by 
coach,  captain  and  player  to  the  subject  of  proper  attire. 
Every  player  should  dress  so  that  he  can  do  his  part  well 
and  so  that  he  will  be  as  little  liable  to  injury  as  possi- 
ble. Those  in  charge  should  insist  that  protective  armor 
is  worn  whenever  in  their  estimation  it  will  lessen  the 
chances  of  accident.  Knee,  thigh,  elbow  and  shoulder 
pads  are  essential.  A  light  leather  anklet  or  any  satis- 
factory brace  is  an  excellent  thing  for  ends,  backs  or 
players  whose  ankles  are  in  the  least  inclined  toward 
weakness.  A  head  harness  is  a  necessity  for  any  player 
who  is  required  to  carry  the  ball,  while  shin-guards  more 
than  atone  for  their  discomfort  by  the  protection  they 
afford.  Nose-guards  are  hard  to  breathe  through,  but 
should  be  worn  when  possible. 

Shoes  should  not  only  fit  the  wearer,  but  should  be 
exactly  right  as  regards  weight.  They  should  afford 
ample  protection  to  the  ankle-bones  and  should  not  chafe 
in  any  part.  A  tongue  of  undressed  leather  will  better 
save  the  instep  from  the  discomfort  of  tight  lacings. 
Much  kicking  will  necessitate  a  box  toe.  Cleats  should 
be  looked  after  frequently. 


TRAILING  39 

After  the  first  half  of  a  game  a  thorough  change 
of  clothing  is  advisable;  failing  that,  clean,  dry  under- 
wear should  take  the  place  of  the  perspiration-soaked 
garments. 

Cleanliness  is  a  necessity.  Hot  baths  should  al- 
ways precede  the  cold  ones,  and  only  a  free  use  of  pure 
soap  will  thoroughly  remove  the  perspiration  from  the 
skin.  Avoid  long  hot  baths,  however;  thej  are  weak- 
ening and  depressing.  And  do  not  overdo  the  cold 
shower.  Some  persons  are  unable  to  stand  the  shock  of 
the  icy  water  immediately  after  the  hot.  These  should 
either  have  the  chill  removed  from  the  water  or  allow  the 
body  to  return  to  its  normal  temperature  after  the  hot 
bath  and  before  the  cold.  Remaining  under  the  cold 
shower  for  any  length  of  time  is  in  any  case  ill  advised. 

Sweaters  and  blankets  should  always  be  in  readiness 
on  the  side  line  and  the  trainer  should  see  that  they  are 
at  once  donned  after  playing.  Players  should  not  be 
allowed  to  sit  upon  the  ground  as  long  as  benches  are 
possible. 

Injuries. — Many  of  the  injuries  which  occur  every 
autumn  could  be  avoided  by  care.  There  are  a  few 
simple  and  easily  remembered  rules  which  if  adhered  to 
will  keep  the  player  off  the  hospital  list. 

Keeping  the  body  well  forward  with  arms  extended 
to  ward  off  opponents  will  prevent  injuries  by  opposing 
interferers.  Do  not  let  an  interferer  touch  you;  use 
your  arms  and  keep  him  off. 

In  mass  plays  get  off  your  feet.    Dive  into  the  plays 


40  AMERICAN   FOOTBALL 

and  lie  low.  Never  try  to  stop  mass  plays  by  standing 
lip  against  them;  that  may  mean  a  broken  limb. 

When  thrown  do  not  attempt  to  save  yourself  by 
reaching  out;  that  too  may  mean  a  break  or  sprain. 
Keep  yonr  legs  straight  and  fall  limp.  As  long  as  you 
lie  flat  you  are  safe  no  matter  how  many  pile  on;  you 
may  find  the  position  a  bit  uncomfortable,  but  you  can't 
be  hurt. 

When  you  tackle  break  your  fall  with  the  other  fel- 
low, keeping  legs  behind  you.  If  you  are  tackled  fall 
forward  and  on  the  ball. 

Collisions  result  only  from  stupidity;  look  where 
you  are  going. 

In  diving  for  the  ball  be  careful  not  to  go  at  it  in 
such  a  way  as  to  strike  the  ground  with  the  point  of  the 
shoulder.  Never  attempt  to  fall  flat  upon  the  ball;  if 
you  do  this  you  stand  an  excellent  chance  of  injuring 
the  chest,  or  at  least  of  having  your  wind  knocked  out. 
Use  elbows  or  knees  to  break  the  fall. 

In  bucking  the  line  the  player  should  keep  the  mus- 
cles of  the  neck  tense  and  the  chin  well  down  against  it 
to  prevent  wrenches. 

Finally,  remember  that  it  is  the  slow,  indecisive 
player  who  gets  hurt,  so  use  dash  and  ginger. 

Sprains  and  Bruises. — If  possible  every  injury  to 
a  player  should  be  looked  after  at  once  by  a  physician. 
At  the  same  time  there  are  numerous  casual  hurts  which 
may  be  attended  to  by  the  trainer  or  coach.  A  simple 
bruise  should  be  at  once  protected  by  a  pad  of  cotton  or 


TRAILING  41 

wool.  If  the  knee  is  bruised  a  moistened  sponge  bound 
beneath  the  knee-cap  will  afford  temporary  relief  and 
protection.  As  soon  as  possible  the  part  should  be  bathed 
well  with  hot  water  and  then  covered  firmly  with  a  hot 
compress.  In  a  day  or  two  gentle  rubbing  and  manipu- 
lation should  follow  to  reduce  the  swelling. 

A  simple  sprain  need  not  necessitate  the  withdrawal 
of  the  player  from  an  important  game.  If  the  part  is 
snugly  bandaged  or  fitted  with  a  leather  cap  it  will  do. 
In  the  case  of  a  sprained  finger  protect  the  joint  by 
strapping  the  injured  member  to  its  next  neighbor. 
After  the  game,  however,  the  injury  should  be  seen  to 
by  a  surgeon. 

The  inflammation  of  the  anterior  thigh  muscles 
known  as  "  Charley-horse "  and  caused  by  repeated 
bruising  or  overstrain  requires  hot  applications  with 
pressure,  complete  rest  and,  later,  massage  of  the  affected 
nmscles.  Shin-guards  sewn  into  the  trousers  over  the 
fronts  of  the  thighs  are  excellent  preventives  of  this 
very  common  complaint. 

Breaks  and  dislocations  are  matters  for  speedy  atten- 
tion on  the  part  of  the  surgeon. 


CHAPTEE   Y 
THE  FUNDAMENTALS 

Handling  the  Ball 

Befoee  it  is  possible  to  play  a  good  game  of  foot- 
ball it  is  necessary  to  have  a  thorough  knowledge  of  the 
fundamentals.  The  fundamentals  may  be  roughly 
classed  as  Handling  the  Ball,  Kicking  and  Using  the 
Body.  I^one  of  these  things  can  be  learned  from  a  book ; 
practise  is  the  royal  road  to  success;  yet  certain  expla- 
nations and  suggestions  may  be  laid  down  here  which 
will  prove  of  assistance  to  the  beginner. 

Falling  on  the  Ball. — There  are  four  methods  of 

falling  on   the    ball   in   common    use,    each   of   which 

should  be  mastered.     If  the  ball  is  coming  toward  you 

from  the  front,  throw  the  body  to  the  ground  sidewise 

at  right  angle  to  its  path  and  gather  it  to  your  chest  with 

the  arm,  rolling  over  upon  it  sufficiently  to  protect  it 

with  the  body.     If  the  ball  is  coming  toward  you  from 

the  right,  follow  the  same  methods,  throwing  the  body 

upon  the  left  side;  if  the  ball  is  coming  from  the  left, 

drop  upon  the  right  side.     If  the  ball  is  moving  away 

from  you,   drop  forward,   breaking  the   fall  with  the 

42 


THE    FUNDAMENTALS  43 

knees,  gather  the  ball  to  the  chest  and  snuggle  it  there 
tightly.     Always  break  your  fall  with  knees  or  elbows. 

If  the  ball  is  fumbled  during  the  scrimmage  and 
rolls  within  your  reach,  quick  action  is  necessary. 
Without  moving  from  your  position  throw  your  legs 
into  the  air  behind  you  and  drop  upon  the  ball  with 
your  chest,  breaking  the  fall  with  the  elbows.  These 
three  methods  apply  to  a  moving  ball.  A  motionless 
ball  or  one  very  nearly  motionless  may  be  taken  in  any 
of  these  ways  and  in  one  other,  i.  e.,  by  diving.  Usually 
diving  is  resorted  to  only  when  the  ball  is  threatened  by 
an  opponent  and  it  becomes  necessary  to  reach  it  in  the 
shortest  possible  time.  Having  reached  a  point  from  8 
to  10  feet  from  the  ball,  launch  the  body  forward,  land- 
ing upon  the  ball  with  elbows  to  the  ground.  Avoid 
leaping  into  the  air,  which  would  increase  the  fall  as 
well  as  the  distance  of  flight.  Virtually  the  dive  is  a 
forward  fall  accompanied  by  a  quick  propulsion  by  the 
feet  as  they  leave  the  ground.  There  is  a  knack  to 
diving,  whether  to  reach  the  ball  or  to  tackle  the  runner, 
which  must  be  solved  by  practise.  It  is,  however,  a 
necessary  as  well  as  spectacular  accomplishment  and  will 
repay  for  the  learning. 

A  rolling  ball,  unless  its  motion  is  very  slight,  should 
never  be  dived  for,  since  it  is  an  erratic  object  and  nine 
times  out  of  ten  will  alter  its  course  sufficiently  after  the 
diver  is  oft'  his  feet  to  escape  capture. 

Never  stoop  and  pick  up  a  rolling  ball;  drop  on  it; 
it's  a  hundred  per  cent  safer. 


44  AMERICAN   FOOTBALL 

Passi^s^g. — There  are  six  metliods  of  passing  tlie 
ball:  the  straight-arm  throw,  the  overhand  throw,  the 
underhand  throw,  the  toss,  the  long  pass,  and  handing. 

The  Straight- Arm  Throw  consists  of  holding  the 
ball  lengthwise  in  the  curved  palm  of  the  hand  with 
the  fingers  grasping  one  end,  the  arm  held  back  at  about 
right  angles  to  the  body,  then  swinging  arm  and  body 
about  on  the  foot  farthest  from  the  ball  and  letting  the 
latter  go  when  in  range  with  the  target,  giving  it  a  quick 
snap  as  it  leaves  the  fingers.  In  this  flight  it  turns  upon 
the  shorter  axis  and  is  an  accurate  as  well  as  a  speedy 
throw.  This  throw  may  be  varied  as  to  elevation  of 
flight  by  the  position  of  the  arm. 

The  Overhand  Throw  is  of  less  value  in  actual 
playing.  The  ball  is  grasped  as  before,  the  arm  describ- 
ing an  arc  above  the  shoulder,  and  released  when  about 
on  a  level  with  the  eyes.  It  is  a  straight  swift  throw, 
but  not  so  accurate  as  either  the  straight-arm  or  the 
underhand. 

The  Underhand  Throw  consists  of  grasping  the 
ball  with  the  hand  as  for  the  straight-arm  throw,  the 
thrower  directly  facing  the  target  and  raising  the  arm 
holding  the  ball  behind  him  until  very  nearly  at  right 
angles  to  the  body,  which  is  bent  forward,  the  foot  far- 
thest from  the  ball  being  well  in  advance  of  the  other. 
At  the  throw  the  hand  holding  the  ball  swings  down  and 
forward,  the  ball  leaving  the  hand  just  as  the  latter 
passes  the  lowest  point  of  its  arc. 

The  Toss  is  used  by  the  quarter-back  when  the  ball 


THE    FUNDAMENTALS  45 

goes  to  a  runner  whose  point  of  attack  is  outside  of  the 
center.  It  is  merely  a  quick,  short  throw,  and  should 
whenever  possible  be  made  with  both  hands. 

The  Loxg  Pass  is  made  by  center  straight  into  the 
hands  of  the  back  who  is  going  to  kick,  or,  in  case  of  a 
try-at-goal  from  placement,  into  the  hands  of  the  player 
who  is  to  hold  the  ball  for  the  kicker.  The  long  pass  has 
superseded  in  recent  years  the  former  method  of  pass- 
ing with  quarter-back  intervention  and  is  a  gain  in  time 
and  certainty.  The  center  should  assume  practically 
the  same  position  as  for  snapping  back,  being  careful  to 
find  a  firm  balance.  He  may  bend  a  little  lower,  since  it 
is  necessary  for  him  to  see  perfectly  between  his  legs 
the  player  to  whom  the  ball  is  going.  He  should  hold  the 
ball  away  from  him  as  far  as  possible  without  cramping 
in  order  to  obtain  a  long  swing,  its  farther  end  resting 
lightly  on  the  ground  and  the  nearer  end  being  held  by 
the  hands  on  either  side,  the  ball  being  poised  at  an 
angle  of  about  45  degrees.  When  the  pass  is  to  be  made 
the  ball  is  lifted  slightly,  swung  forward  to  the  limit  of 
easy  reach  and  then  back  sharply,  being  released  as  the 
bands  reach  the  limit  of  their  pendulum-like  swing. 
The  center  should  make  his  observations  before  sending 
the  ball  away,  and  must  not  attempt  to  watch  its  flight 
as  all  his  attention  will  be  required  for  his  opponent. 
The  distance  between  center  and  kicker  will  vary  from 
10  to  15  yards,  and  in  order  that  the  ball  shall  cover 
that  distance  quickly  it  is  necessary  that  its  line  of 
flight  be  as  direct  as  possible.     Hence  the  center's  aiu) 


46  AMEKICA:^s^   FOOTBALL 

should  be  to  pass  the  ball  to  the  kicker  with  the  least 
trajectory  and  the  fewest  possible  revolutions  on  the 
shorter  axis.  The  price  of  success  is  constant  practise. 
Handing  the  ball  is  done  by  the  quarter  when  a 
back  plunges  at  the  center  of  the  line.  Here,  again,  both 
hands  should  be  used,  and  the  ball  should  be  placed 
against  the  back's  body  wherever  he  can  best  hold  it, 
usually  against  the  groin. 

Catching. — There  are  several  methods  of  catching 
the  ball.  Two  of  them  are  good,  the  rest  are  not.  These 
two  may  be  called  respectively  the  elbow  catch  and  the 
groin  catch. 

The  Elbow  Catch  should,  as  a  rule,  be  used  when 
the  ball  is  to  be  carried  for  a  run.  In  this  the  ball  is 
caught  on  either  side  in  front  of  the  elbow,  the  arm  being 
under  it.  The  other  hand  is  clasped  sharply  over  it  as  it 
lodges.  The  ball  is  then  in  a  cradle  formed  by  the  arm, 
the  side  of  the  body  and  the  two  hands.  To  secure  it 
for  a  run  it  is  only  necessary  to  tuck  it  back  quickly. 

The  Groin  Catch,  as  its  name  signifies,  is  made  by 
letting  the  ball  drop  to  the  groin,  securing  it  there  with 
both  hands  and  bending  the  body  over  it.  For  a  plunge 
through  the  line  the  ball  is  then  in  good  position;  while 
for  a  punt  it  can  be  easily  handled. 

The  player  himself,  however,  will  have  to  determine 
by  experiment  which  style  of  catch  he  can  use  to  the 
best  advantage.  But  he  should  guard  against  making 
the  catch  against  the  chest,  which  is  an  uncertain  mode, 
as  the  ball  is  likely  to  bound  away  from  the  body  before 


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THE    FUNDAMENTALS  47 

the  hands  can  be  hooked  about  it  or  go  through  them  to 
the  ground.  Experience  seems  to  show,  also,  that  the 
chances  of  misjudging  the  ball  when  taken  against  the 
chest  are  greatly  increased;  while  it  is  certainly  not  in 
a  position  to  resist  a  hard  tackle  by  an  opponent.  Ke- 
member  that  you  can  not  be  tackled  by  an  opponent 
who  is  off-side  until  you  have,  touched  the  ball;  there- 
fore don't  reach  up  for  it;  keep  your  arms  down  and 
wait  until  the  ball  has  lodged  against  the  groin  and  then 
hook  it  sharply  and  hold  on  for  dear  life,  doubling  your 
body  over  it.  If  you  do  that  the  fiercest  sort  of  a  tackle 
will  fail  to  lose  you  the  ball. 

Kicking 

Of  recent  years  kicking  has  increased  in  importance 
with  every  season,  which  is  as  it  should  be,  since  the  foot- 
ball was  intended  to  be  kicked,  else  it  might  as  well  be 
filled  Avith  sawdust  or  rags  as  with  air.  Every  player 
should  know  how  to  kick,  although  as  a  general  thing 
only  the  four  members  of  the  back  field  will  be  called 
upon.  The  quarter-back,  the  two  half-backs  and  the  full- 
back should  be  good  punters,  drop-kickers  and  kickers 
from  placement.  If,  however,  besides  these  there  is  a 
good  kicker  in  the  line  no  harm  is  done;  no  team  has 
ever  yet  suffered  from  having  too  many  good  kickers  in 
its  ranks. 

The  best  way  to  learn  how  to  kick  is  to  kick.  To 
kick  it  is  necessary  to  strike  the  ball  with  the  foot.    The 


48  AMERICAN   FOOTBALL 

beginner  will  find  that  this  is  not  nearly  so  simple  as  it 
sounds.  Begin  by  putting  the  ball  on  the  ground  and 
kicking  it  about  without  taking  it  into  the  hands.  If 
you  can  find  the  side  of  a  tall  building  to  receive  the  ball 
and  bound  it  back  to  you  you  will  be  saved  a  lot  of 
chasing.  But  don't  essay  punting  or  drop-kicking  until 
you  are  able  to  send  a  good  straight  ball  for  a  consider- 
able distance.  When  you  have  learned  that  accomplish- 
ment try  punting. 

Punting. — There  are  two  methods  of  punting,  the 
straight  kick  and  the  side  kick.  So  long  as  you  do  it 
well  it  doesn't  matter  which  method  you  use. 

The  Straight  Kick  is  made  with  a  straight  upward 
swing  of  the  foot,  the  kicker  directly  facing  the  place 
where  the  ball  is  to  go.  Stand  with  the  right  leg  back, 
the  knees  slightly  bent  and  the  body  inclined  a  little 
forward.  The  position  should  be  well  balanced  and  per- 
fectly easy.  Hold  the  ball  in  both  hands,  with  its  ends 
pointing  to  and  from  the  body  and  the  lacing  upward, 
about  the  level  of  the  waist.  Take  a  short  step  with 
the  left  foot,  drop  the  ball  and  bring  the  kicking  foot 
sharply  forward  so  that  it  will  strike  the  ball  when  about 
knee  high.  The  ball  should  be  struck  squarely  with  the 
instep.  In  dropping  be  careful  not  to  alter  the  position 
of  the  ball.  Begin  by  kicking  easily  and  increase  the 
force  of  the  kick  as  you  gain  certainty  and  quickness. 
The  whole  leg  should  be  used  and  not  merely  that  por- 
tion of  it  below  the  knee.  Let  the  hip  be  the  axis  and 
swing  the  whole  leg  forward  with  muscles  taut  and  toe 


THE    FUNDAME:N^TALS  49 

pointed,  thus  getting  the  benefit  of  the  abdominal  mus- 
cles.   As  the  leg  rises  toward  the  ball  lock  it  at  the  knee. 

The  Side  Kick  is  an  attempt  to  put  the  weight  of 
the  body  into  the  swing  of  the  leg,  which,  instead  of 
being  a  straight  forward  and  upward  motion  is  outward 
as  well.  Unlike  the  straight  kick  the  side  kick  can  not 
be  made  from  the  position  in  which  the  ball  is  caught, 
but  necessitates  two  or  three  steps  to  the  right  and  for- 
ward, the  ball  being  dropped  at  the  right  of  the  center 
of  the  body  and  the  leg  brought  around  like  a  swinging 
blow  with  the  arm,  ball  and  instep  meeting  about  18 
inches  from  the  ground. 

The  angle  at  which  the  ball  is  to  be  kicked  can  be 
regulated  by  raising  or  lowering  the  forward  point  or 
by  dropping  the  ball  so  that  the  height  at  which  it  is 
struck  by  the  foot  shall  regulate  the  direction.  Thus  a 
high  kick  may  be  made  by  dropping  the  ball  so  that  it 
is  struck  by  the  foot  when  knee  high  or  OA^er,  and  a  low 
kick  by  allowing  the  ball  to  get  nearer  the  ground  before 
meeting  the  foot. 

Holding  the  Ball. — For  the  straight  kick  the  ball 
may  be  held  in  any  of  the  following  ways: 

1.  Point  Up. — Left  hand  over  the  upper  end  of  the 
ball,  right  hand  under  the  lower,  ball  pointing  almost 
straight  up  and  down  but  lower  end  being  a  trifle  nearer 
the  body. 

2.  Point  Out. — Hands  on  each  side  of  the  ball, 
lacing  up,  side  seams  at  an  angle  of  about  50  degrees, 
outer  end  a  trifle  higher  than  inner. 


50  AMERICAN   FOOTBALL 

3.  Point  Down. — Same  as  2  save  that  slant  of  ball 
is  reversed,  inner  end  being  higher  than  outer. 

For  the  side  kick  the  first  method  of  holding  the 
ball  is  generally  considered  the  best,  although  all  three 
methods  are  used. 

When  a  back  receives  the  ball  from  the  center  or 
quarter  for  a  kick  he  should  not  toss  it  in  the  endeavor 
to  get  the  lacing  uppermost.  "  Juggling  '^  is  unneces- 
sary and  may  lose  him  possession  of  the  ball.  Having 
received  it  in  both  hands,  he  should  keep  a  firm  hold  on 
it  and  merely  by  turning  it,  hands  and  all,  bring  it  into 
position  for  kicking. 

Dkop-Kicking. — In  the  drop-kick  the  ball  is  dropped 
on  its  end  and  struck  with  the  toe  just  as  it  begins  its 
rebound  from  the  ground.  The  part  of  the  ball  at  which 
the  kick  is  to  be  made  depends  largely  on  the  elevation 
desired,  as  does  the  manner  of  holding  and  dropping  it. 
For  the  beginner  the  best  hold  is  probably  that  in  which 
the  ball  is  clasped  at  each  side,  lacing  up,  the  longer  axis 
passing  about  parallel  with  the  line  of  the  body  when  in 
kicking  position.  Be  careful  to  allow  the  ball  to  begin 
its  rebound  before  kicking  it.        ^ 

Kicking  from  Placement. — ^In  a  place-kick  at  the 
kick-off  a  depression  is  usually  made  with  the  heel  and 
the  ball  set  in  it  and  aimed  by  the  kicker.  In  a  place- 
kick  at  goal  the  ball  is  held  by  one  player  and  kicked  by 
a  second.  The  success  of  the  effort  depends  about  as 
much  on  one  as  the  other. 


THE    FUNDAMENTALS  51 

The  holder  should  lie  on  his  stomach,  the  upper  part 
of  his  body  supported  on  his  elbows,  and  should  be  per- 
fectly comfortable.  The  rules  allow  the  holder  to  be  off- 
side or  even  out  of  bounds  if  necessary.  The  fingers  of 
the  right  hand  should  be  placed  under  the  lower  end  of 
the  ball  and  two  fingers  of  the  left  hand  over  the  upper 
end.  The  ball  should  then  be  aimed  in  obedience  to  the 
kicker's  directions,  the  matter  of  ^^  cocking  "  depending 
on  several  things,  such  as  the  distance  from  goal,  the 
direction  and  velocity  of  the  wind  and  the  kicker's  pref- 
erence. In  placing  the  ball  on  the  ground  the  fingers  un- 
der the  lower  end  are  removed  and  every  care  should  be 
taken  in  doing  this  not  to  alter  the  position  of  the  ball. 
Be  careful  not  to  allow  the  ball  to  touch  ground  until  the 
kicker  gives  the.  word,  else  the  kick  will  probably  be 
spoiled  by  the  opponent's  charge. 

The  kicker  should  use  all  care  and  deliberation ;  there 
is  no  rule  defining  the  time  which  may  be  taken  in 
making  a  try-at-goal,  beyond  the  general  one  prohibiting 
unnecessary  delay,  so  there  is  no  reason  why  the  kicker 
should  fail  at  the  try  from  want  of  time.  Most  kickers 
try  to  boot  the  ball  with  the  toe  just  under  the  lacing, 
but  there  can  be  no  hard-and-fast  rule  as  to  this,  since 
much  depends  upon  the  way  the  ball  is  canted.  This  is 
equally  true  of  approaching  the  ball;  many  players  stand 
as  much  as  6  yards  away  and  take  as  many  steps  before 
kicking,  while  others  are  content  with  one  long  step 
before  kicking. 


52  AMEKICAX    FOOTBALL 

Using  the  Body 

Blocking. — In  blocking  the  position  of  the  body  is 
everything.  Tlie  general  rule  is  that  the  toe  of  the  rear 
foot  should  be  on  a  line  with  the  heel  of  the  front  foot, 
yet  this  rule  should  be  modified  to  fit  the  requirements 
of  the  individual  player.  The  result  sought  for  is  the 
strongest  position  possible;  one  that  will  allow  you  to 
remain  steady  against  the  pushing  and  pulling  of  the 
opponent  and  at  the  same  time  allow  you  to  move  in  any 
direction  readily  and  forcibly.  Find  what  this  position 
is  in  your  case  and  then  stick  to  it.  Above  all,  don't 
stand  back  on  your  heels ;  forget  you  have  any ;  and  don't 
straddle;  if  you  do  you'll  find  yourself  anchored.  Face 
your  man  squarely,  keep  as  close  to  him  as  you  can,  fol- 
low every  movement  he  may  make.  Remember  that 
you  have  this  advantage  over  him:  that  while  he  must 
keep  his  eyes  on  the  ball  you  are  free  to  keep  your  eyes 
on  his.  Follow  the  game  of  the  fencer  and  sparrer  and 
watch  your  opponent's  eyes  and  not  his  arms  or  legs. 

Play  low.  Stand  with  the  knees  well  bent,  the  body 
forward  and  the  head  up.  Strive  to  play  lower  than  your 
opponent,  yet  not  so  low  that  he  can  pull  you  off  your 
feet  and  go  over  you.  If  you  are  low  he  can  not  strike 
you  in  the  chest.  When  the  ball  is  snapped  plunge  into 
and  under  him,  shoulder  against  groin,  and  lift  him  up 
and  back.  If  the  play  is  through  your  position,  don't 
merely  put  him  out  of  the  line,  put  him  away  out ;  make 
the  hole  as  broad  as  possible  and  see  that  he  doesn't  get 


THE    FUNDAME:N'TALS  53 

back  into  the  play.  Avoid  getting  your  body  too  far  in 
advance  of  your  feet ;  keep  your  feet  under  you  so  that 
you  can  work  in  any  direction  and  be  on  the  jump  every 
instant.  Always  block  away  from  the  play;  that  is,  if 
blocking  a  guard  for  a  run  outside  of  tackle  put  your 
opponent  inside  of  you  so  that  he  will  have  to  go  around 
you  in  order  to  reach  the  runner. 

Bkeaking  Theough. — Just  as  the  primary  object 
of  the  offense  is  to  guard  the  runner  until  he  is  free  of 
the  line,  so  the  primary  object  of  defense  is  to  capture 
the  runner  before  he  has  reached  the  line.  To  do  this  it  is 
necessary  to  break  through.  The  position  should  be  that 
best  adapted  to  the  individual.  In  most  cases  the  crouch- 
ing position,  one  foot  braced  firmly  behind  the  other  and 
one  or  both  hands  steadying  the  body  on  the  ground, 
after  the  manner  of  the  "  kangaroo  start  "  of  the  sprinter, 
yields  a  quicker  attack.  Keep  yourself  at  arm's  length 
from  your  opponent,  watch  the  ball  and  go  through  the 
instant  it  starts.  With  experience  comes  the  ability  to 
keep  the  eyes  on  the  ball  and  yet  know  every  instant 
what  your  opponent  is  doing;  until  that  ability  is  yours 
give  your  attention  to  the  ball  first,  for  the  ball  is  what 
you  are  after;  the  opponent  is  of  secondary  consider- 
ation. 

When  the  ball  is  snapped  go  through  on  the  instant 
and  avoid  the  opponent;  don't  let  him  stop  you  and 
don't  stop  yourself  to  try  conclusions  with  him;  your 
place  is  where  the  ball  is.  Observe  your  opponent's  play, 
try  to  find  out  what  he  is  likely  to  attempt  and  gov- 


54  AMEKICAK   FOOTBALL 

ern  your  own  play  accordingly.  Be  snappy  but  not 
"  scrappy  '^ ;  aggressiveness  is  half  the  battle,  but  any- 
thing that  draws  your  attention  from  the  ball  while  on 
the  defense  is  a  good  thing  to  avoid.  Vary  your  meth- 
ods from  time  to  time,  go  through  with  stiff  arms  to  meet 
interference  and  donH  circle  wider  than  possible.  The 
methods  of  breaking  through  given  below  do  not  nearly 
exhaust  the  possibilities. 

1.  Strike  the  opponent  on  the  chest  with  both  arms 
stiff.  This  will  unsteady  him  and  you  can  go  by  on 
either  side. 

2.  If  the  opponent's  chest  is  not  exposed,  play  low 
yourself  and  at  the  instant  of  the  snapping  of  the  ball 
bring  both  hands  up  and  forward  as  forcibly  as  possible, 
striking  the  opponent  with  open  hands  high  on  the  chest. 
This  should  disturb  his  balance  long  enough  for  you  to 
get  by. 

3.  Spring  to  one  side  and  clutch  the  opponent's  out- 
side arm.  Usually  in  trying  to  free  himself  he  will  drag 
you  forward  and  through. 

4.  If  the  opponent  is  playing  very  low  put  both 
hands  on  his  neck  and  pull  him  forward  to  one  side. 

5.  If  the  opponent  plays  very  high  dart  under  his 
arm. 

6.  Make  a  feint  as  though  to  go  on  one  side  and  then 
quickly  go  through  on  the  other. 

7.  Strike  the  opponent  on  the  shoulder  with  both 
arms  extended  stiffly.  If  he  gives  on  that  side,  follow 
through;  if  he  meets  you,  the  outer  arm  is  exposed. 


THE    FUNDAMENTALS  55 

8.  Try  to  throw  him  off  his  balance  by  knocking 
his  lower  arm  down  by  a  quick,  hard  blow  with  both  of 
your  arms  held  close  together. 

Tackling. — There  are  two  kinds  of  tackles,  the  lift 
and  the  dive.  In  the  former  the  tackier  gets  within 
reach  of  the  runner,  pins  his  knees  together,  lifts  him  off 
his  feet  and  throws  him  backward  toward  his  goal.  In 
the  dive  tackle  the  tackier  runs  to  within  his  own  length 
of  the  runner  and  then  dives  for  him,  aiming  for  a  point 
between  hips  and  knees.  He  should  grasp  tightly  and 
not  let  go  until  the  runner  is  down.  In  making  the  dive 
tackle  from  the  side  care  should  be  taken  to  get  the  body 
in  front  of  the  runner,  blocking  his  progress,  and  to  lock 
his  knees  together,  so  bringing  him  down  promptly. 
Tackle  low  and  hard  every  time.  Ability  to  tackle  well 
and  surely  is  one  of  the  hall-marks  of  a  good  player. 


CHAPTEK   YI 

POSITIONS  AND  HOW  TO  PLAY  THEM 

The  Center 

The  center  is  the  pivotal  position  of  the  team.  With 
a  poor  center  the  strongest  team  will  fall  to  pieces.  The 
position  is  possibly  the  most  important  and  absolutely 
the  most  thankless.  The  center  rush  has  more  petty 
annoyances  to  contend  with,  receives  more  hard  knocks 
and  has  fewer  opportunities  for  spectacular  playing  than 
any  other  member.  Bear  these  facts  in  mind  when  the 
selection  of  a  man  to  fill  this  position  is  to  be  made.  The 
ideal  center  would  be  a  man  who  combined  the  physical 
qualities  of  weight  and  strength  and  activity  with  the 
mental  qualities  of  coolness,  alertness,  good  humor,  com- 
bativeness  and  self-control.  But  the  man  who  possesses 
all  these  things  and  knows  besides  how  to  play  his  posi- 
tion is  a  rara  avis. 

The  center  should  be  steady  on  his  feet,  and  for  this 
reason  the  nearer  to  the  ground  his  weight  is  the  better. 
For  the  same  reason  he  should  be  particularly  strong  in 
the  back  and  legs.  He  must  have  brains  as  well  as 
brawn,  good  nature  as  well  as  fighting  qualities,  for  in 

56 


POSITIONS— HOAV  TO   PLAY   THEM       57 

the  opposing  center  trio  he  faces  three  men  each  of 
whom  is  always  on  the  alert  to  spoil  his  play  or  try  his 
temper.  If  the  center  has  speed  he  is  still  better  fitted 
for  his  position. 

On  Offense. — The  center  should  find  for  himself 
what  poise  is  best  adapted  to  his  case.  When  he  has 
found  it  he  should  practise  it  until  he  is  able  to  keep  it 
against  any  ordinary  pushing,  jostling  or  lunging.  Since 
he  may  not,  while  on  the  offensive,  make  use  of  his  arms 
to  maintain  his  equilibrium,  too  much  practise  of  this 
sort  can  not  be  had.  He  should  stand  with  feet  well 
apart,  one  foot  placed  behind  him  from  16  to  20  inches 
to  act  as  a  brace.  He  should  learn  to  stand-  as  well  with 
one  foot  back  as  with  the  other  and  should  vary  his  posi- 
•  tion  in  this  respect  frequently  during  a  game,  unless, 
which  sometimes  happens,  the  quarter-back  has  a  pref- 
erence for  one  position.  In  snapping-back  the  center^s 
back  should  be  about  parallel  with  the  ground,  his  head 
up,  however,  in  order  to  watch  the  movements  of  the 
opposing  forwards.  His  knees  should  be  bent  sufficiently 
to  allow  him  to  reach  the  ball  comfortably,  yet  not  so 
much  as  to  make  a  quick  start  impossible.  His  balance 
must  be  so  nice  that  he  can  not  be  pulled  forward  on  to 
his  knees  or  sprawled  backward,  no  matter  how  fierce  or 
unexpected  the  attack. 

The  matter  of  snapping  back  the  ball  is  one  for  the 
center  and  quarter  to  decide  upon.  These  two  players 
should  practise  the  work  on  every  possible  occasion  and 
after  trying  all  methods  and  styles  decide  upon  the  one 


58  AMEKICAN   FOOTBALL 

which  best  suits  them.  Accuracy  is  the  first  desider- 
atum; speed  the  second.  Practise  snapping  back  until  it 
becomes  a  machine-like  process  with  not  one  fumble  in 
twenty  tries.  Even  then  there  is  no  knowing  what  may 
happen  in  a  contest,  for  snapping  back  is  a  difficult  trick 
when  the  opposing  center  is  doing  all  in  his  power  to 
wreck  your  play.  One  thing  there  is,  however,  that  the 
center  may  and  should  do,  and  that  is  insist  upon  being 
allowed  to  get  the  ball  away  without  interference.  The 
Rules  declare  that  "  the  snapper-back  is  entitled  to  full 
and  undisturbed  possession  of  the  ball.''  (Rule  16,  a.) 
A  good  referee  will  see  that  this  rule  is  enforced,  so  don't 
hesitate  to  call  his  attention  to  the  slightest  infringement 
of  it. 

The  ball  snapped,  the  center  should  get  into  the 
blocking  instantly.  There  must  be  no  hesitation  on  his 
part.  He  should  decide  beforehand  in  what  way  his 
opponent  is  to  be  handled  and  then  make  the  act  of  snap- 
ping back  and  blocking  as  nearly  one  movement  as  pos- 
sible. For  this  it  is  necessary  that  he  play  constantly 
upon  his  toes.  He  may  lunge  into  his  opponent,  carry- 
ing the  latter  straight  before  him;  he  may  turn  him  to 
right  or  left;  he  may  bring  him  to  earth  if  playing  too 
low  or  he  may  get  under  him,  if  the  contrary  is  the  case, 
and  lift  him  up  and  back.  But  the  center  must  keep  his 
feet  and  must  pattern  himself  as  closely  on  a  streak  of 
lightning  as  he  can.  Once  past  his  man  he  should  be — 
and  very  often  is — able  to  get  down  the  field  under  a 
kick  almost  as  soon  as  the  ends. 


POSITIONS— HOW  TO  PLAY    THEM       59 

Oi^  DEFENSE  the  center  may  play  a  few  inches  far- 
ther back,  without,  however,  getting  too  far  from  the 
opposing  center ;  for  while  he  is  primarily  responsible  for 
gains  made  on  either  side  of  him,  yet  his  prey  is  essen- 
tially the  opposing  snapper-back,  and  it  is  to  the  latter 
he  should  direct  most  of  his  attention.  He  should  "  keep 
him  guessing  ''  every  second  until  the  ball  is  in  play  and 
then  go  at  him  like  a  flash.  If  once  or  twice  during  a 
game  he  succeeds  in  throwing  his  opponent  back  on  to 
the  quarter  he  has  earned  almost  honor  enough.  Fail- 
ing this,  it  is  possible  for  him  to  pull  the  opponent  for- 
ward and  go  over  or  by  him,  or  to  turn  him  to  right 
or  left.  Or,  if  he  has  been  playing  high,  the  defense 
center  can  get  under  him  and  push  him  back,  in  this 
way  often  bringing  a  play  to  grief  by  spoiling  a  pass. 
When  the  opponents  are  going  to  kick  the  center  should 
use  all  his  efforts  to  spoil  the  pass  or  block  the  kick.  He 
should  let  the  guards  spread  out  and  seize  his  opportunity 
to  get  through. 

The  center  should  be  answerable  for  the  generalship 
of  the  center  trio ;  he  should  keep  himself  and  the  guards 
cool,  steady  and  cheerful ;  he  should  not  be  satisfied  with 
putting  his  weight  alone  into  a  play  but  should  use  his 
muscle  and  his  brain  besides;  he  should  be  ready  to  play 
the  next  position  as  well  as  his  own;  to  be  entirely  suc- 
cessful he  should  be  versatile — that  is,  capable  of  doing  a 
thing  several  different  ways  and  so  bewildering  his  oppo- 
nent; he  should  see  that  the  ball  is  played  from  the  right 
spot  every  down  and  when  the  opposing  center  has  the 


60  AMERICAN  FOOTBALL 

ball  he  should  keep  beside  him  when  the  ball  is  being 
brought  to  the  25-yard  line  in  order  to  prevent  an  unex- 
pected play;  finally  he  should  keep  his  temper  under  all 
circumstances. 

The  Guard 

For  the  guard  a  man  with  activity  and  weight; 
weight  is  essential,  but  activity  doubly  so. 

On  defense  he  has  two  openings  to  look  after,  that 
between  himself  and  center  and  that  between  himself 
and  tackle,  the  latter  being  his  most  important  charge. 
But  in  attending  to  this  opening  he  must  take  care  not 
to  be  drawn  out  and  thus  weaken  the  center  of  his  line. 
The  guard  should  be  the  most  effective  charger  on  the 
team.  On  his  toes,  feet  far  enough  .apart  to  insure  per- 
fect balance,  shoulders  low,  arms  hanging  free,  the  guard 
should  watch  the  ball  and  his  opponent  as  a  cat  watches 
a  mouse.  The  instant  the  ball  is  played  he  should 
charge,  putting  every  ounce  of  weight  and  strength  into 
the  effort  and  moving  like  a  flash.  Theoretically  he 
should  move  forward  coinstantaneously  with  the  ball; 
practically  this  is  not  possible,  save  by  an  occasional 
chance,  since  he  must  see  the  ball  in  motion  from  center 
to  quarter  before  he  can  move  himself.  And  he  must 
beware  of  making  a  false  start  and  so  acquainting  the 
opponent  with  his  real  intentions,  although  a  "  fake  " 
start  will  sometimes  work  for  his  good  by  deceiving  the 
opponent.     The  fundamental  law  of  defense  is  to  stop 


positio:n^s— HOW  to  play  them     61 

the  runner  before  he  reaches  the  line,  not  after  he  has 
reached  it.  The  line  once  reached,  the  runner  is  prac- 
tically certain  of  a  gain.  Therefore  it  is  necessary  to 
stop  the  runner  behind  the  line  before  his  interference 
has  formed  in  working  order  and  before  the  weight  of 
the  team  is  behind  him  pushing  him  forward.  And  to 
the  guard  and  tackle  this  duty  falls.  Again  speaking 
theoretically,  it  is  the  guard's  work  to  break  through 
and  reach  the  quarter  before  he  can  pass.  Practically 
he  will  not  succeed  at  this  once  in  fifty  attempts.  But 
his  work  doesn't  stop  there;  if  too  late  for  the  quarter 
he  must  try  for  the  runner;  come  what  may,  he  should 
break  up  the  interference  in  so  far  as  it  affects  the  center; 
of  the  line. 

The  inexperienced  player,  however,  should  be 
warned  against  defeating  his  own  end  through  over- 
anxiety.  He  must  remember  that  his  place  in  the  line 
must  be  defended  against  assault  before  he  is  at  liberty 
to  leave  it  and  break  through;  otherwise  the  play  may 
be  directed  against  the  position  left  open.  The  oppo- 
sing guard  will  sometimes  let  him  go  through  merely  to 
get  him  out  of  the  way,  in  which  case,  it  is  safe  to  say, 
his  value  to  the  team  as  regards  that  particular  scrim- 
mage is  somewhat  less  than  0.  The  beginner,  therefore, 
should  temper  zeal  with  caution.  Only  experience — an 
experience  notable  maybe  for  many  mistakes  —  can 
teach  him  to  recognize  instantly  the  moment  when  re- 
sistance against  attack  may  give  place  on  his  part  to  the 
effort  to  break  through. 


62  AMEKICAN   FOOTBALL 

O:^  OFFENSE  the  guard's  first  duty  is  to  protect  his 
quarter  until  the  pass  is  made,  blocking  hard  so  that  the 
opponent  can  not  reach  the  runner.  His  next  duty  is  to 
either  make  the  opening,  if  the  play  is  within  his  jurisdic- 
tion, or  when  the  play  is  on  the  other  end  of  the  line  to 
protect  the  runner  from  tackles  from  behind.  He  should 
always  get  into  the  interference  if  possible,  as  his  weight 
and  strength  if  combined  with  a  fair  amount  of  speed 
will  enable  him  to  do  much  either  by  bowling  over  ad- 
vancing tacklers  or  by  pulling  the  runner  along  for  gains 
after  he  has  been  tackled. 

It  may  be  that  he  will  be  called  upon  to  leave  his 
position  and  get  into  the  interference  for  a  run  on  the 
far  side  of  the  line.  This  necessitates  the  quickest  kind 
of  a  start,  yet  it  will  not  be  possible  for  him  to  take  any 
poise  different  from  his  usual  one  lest  his  opponent  should 
surmise  his  intention.  He  must  stand  about  as  ordi- 
narily, block  sharply,  and  then  leave  his  place  quickly. 
Usually  a  long  step  backward  with  one  foot  and  a  sharp 
turn  will  prove  the  most  effectual  method,  but  the  guard 
will  have  to  discover  for  himself  what  method  best  suits 
his  case.  But  every  effort  should  be  made  to  conceal  the 
play  from  the  opponent.  A  deal  of  practise  alone  can 
make  such  a  play  a  success,  while  without  cool  judg- 
ment on  the  part  of  the  guard  it  had  much  better  be  left 
carefully  alone.  When  the  guard  leaves  his  position  it 
becomes  the  tackle's  duty  to  look  after  the  opposing 
guard  and  prevent  his  following.  The  guard  will  some- 
times be  drawn  back  to  take  part  in  a  tandem  play,  in 


r#j- 


POSITIOXS— HOW  TO   PLAY   TIIEM       63 

which  case  he  practically  becomes  a  back  for  the  time 
and  should  follow  the  back's  methods. 

The  TacUe 

The  tackle  is  the  team's  Jack-of-all-trades.  He  is 
"soldier  and  sailor  too";  or,  to  leave  Kipling  and 
metaphors  alone,  he  is  at  once  forward  and  back  and 
must  take  his  turn  at  playing  every  style  of  play  and 
meeting  every  kind  of  trick.  On  one  side  he  has  to  help 
the  guard  block  the  plunges  at  the  center;  on  the  other 
side  he  must  work  smoothly  with  the  ends  on  plays  be- 
tween them  or  around  them.  So  much  for  defense.  On 
the  attack  he  must  run  with  the  ball  while  a  tired  back 
regains  his  breath,  form  into  fast  interference,  become 
one  of  the  components  of  a  tandem  and,  under  a  kick, 
try  to  beat  the  end  at  his  own  w^ork  and  get  down  the 
field  before  him.  The  tackle  has  his  work  cut  out  for 
him. 

He  should  first  of  all  have  a  clear,  active  brain,  be 
willing  to  do  his  own  share  and  some  of  everybody  else's, 
be  strong,  quick  as  a  weasel  and  have  plenty  of  weight 
well  distributed.  Stockiness  is  a  prime  factor  in  the 
make-up  of  a  good  tackle. 

On  Defense. — It  is  impossible  to  lay  down  any 
hard-and-fast  rule  for  the  tackle's  guidance  as  to  the  dis- 
tance he  should  stand  from  guard.  Everything  depends 
upon  the  play  he  is  to  meet.  If  he  allows  himself  to  be 
drawn  out  too  far  he  will  find  himself  blocked  out  of  a 


64  AMEEICAN   TOOTBALL 

play  at  center;  if  he  hugs  his  guard  too  closely  a  play 
inside  end  will  get  by  him  nine  times  out  of  ten.  He 
must  watch  the  opposing  tackle,  and  to  a  lesser  degree, 
the  opposing  end.  Eemember  that  they  know  what  the 
play  is  to  be;  study  their  movements;  above  all,  remem- 
ber that  the  longer  the  line  is  the  weaker  it  is.  There 
are  times  when  it  is  best  for  the  tackle  to  play  up  in  the 
line  and  times  when  a  position  a  little  back  of  it  will  be 
better.  Be  always  on  the  alert,  don't  get  anchored, 
keep  your  opponent  guessing  and  watch  the  ball.  The 
instant  it  is  snapped  get  into  the  game.  First  put  your 
opponent  out  of  the  way  so  that  in  case  the  play  is  be- 
tween you  and  guard  you  may  have  a  chance  at  the 
runner  as  he  goes  past.  To  do  this  drive  him  back;  all 
you  need  is  an  instant;  when  you  have  it  act  quickly 
and  tackle  low.  If  the  play  is  outside  you  get  through, 
putting  your  opponent  out  of  the  game  long  enough  to 
securp  a  momentary  respite  from  his  attentions.  Re- 
member that  if  the  play  is  to  be  stopped  for  no  gain  it 
is  necessary  for  you  to  reach  the  runner,  or,  failing  that, 
to  pile  up  the  interference  before  the  runner  has  turned 
in  toward  the  line.  To  defeat  an  end  play  it 
is  necessary  that  tackle  and  end  work  together  like  a 
machine. 

"When  the  play  is  toward  the  other  end  of  the  line 
the  tackle  should  go  back  and  get  in  front  of  the  play. 
When  the  attack  is  directly  at  his  position  the  tackle 
should  meet  it  stiffly  and  if  possible  shove  it  back;  fail- 
ing that  he  should  go  down  in  front  of  it  and  pile  it  up, 


POSITIONS— HOW   TO   PLAY   THEM       65 

relying  on  the  secondary  defense  to  hold  it  there.  When 
the  opponent  kicks  the  tackle  should  leap  into  the  air 
with  arms  extended.  If  he  is  fortunate  enough  to  block 
the  kick  and  the  ball  bounces  back  his  one  aim  should 
be  to  reach  it  no  matter  what  happens  or  who  is  in  the 
way.  If  he  has  kept  his  eyes  on  it  as  he  should,  he  knows 
the  direction  of  it  and  its  probable  location  better  than 
any  one  else. 

On  offense  the  tackle's  first  thought  should  be  to 
make  his  holes  wide  and  clean ;  after  that  he  should  block 
low  and  hard.  As  a  rule  he  must  keep  close  to  the 
guard,  since  the  center  of  his  line,  being  nearest  to  where 
the  play  begins,  is  the  most  important  to  protect.  Very 
often  he  will  find  himself  confronted  by  a  back  who  has 
come  up  into  the  line  between  guard  and  tackle.  In 
this  case  he  must  not  allow  himself  to  be  drawn  out. 
When  the  ball  is  snapped  he  must  block  one  opponent 
with  his  arm  and  the  other  with  head  or  shoulder.  Re- 
member in  case  your  opponent  gets  by  you  that  you  are 
not  yet  through  with  him ;  follow  him  up  and  keep  him 
away  from  the  ball.  When  his  side  kicks  the  tackle 
should  block  only  long  enough  to  keep  the  opposing 
tackle  from  spoiling  the  kick  and  then  should  get  down 
the  field  as  quickly  as  his  legs  will  take  him. 

When  the  tackle  has  to  take  the  ball  from  his  posi- 
tion in  the  line  he  must  keep  his  opponent  in  the  dark 
as  to  his  intention  until  the  last  moment.  What  has 
been  said  as  to  a  guard's  duties  when  leaving  the  line 
applies  equally  to  the  tackle  in  this  case.    And,  like  the 


66  AMERICAN   FOOTBALL 

guard,  when  drawn  back  for  a  tandem  play  lie  becomes 

for  the  time  a  back  and  should  play  the  backus  game. 

The  End 

The  end  is  the  free-lance  of  the  team.  He  is  under 
fewer  restrictions  as  to  positions  and  course  of  action  than 
any  other  member  of  it.  Moreover,  he  has  larger  terri- 
tory to  cover,  is  thrown  on  his  own  resources  more  often 
and  receives  less  assistance.  For  these  reasons  he  should 
possess  good  judgment  and  the  sort  of  brilliant  courage 
that  takes  men  into  tight  places — and  out  again.  Be- 
sides, he  must  have  lots  of  speed  and  endurance  and 
agility.  An  end  need  not  of  necessity  have  weight,  al- 
though, all  other  things  being  equal,  the  man  with  weight 
is  the  one  to  choose,  since  weight  is  always  a  factor  in 
stopping  interference.  Like  the  tackle  he  is  virtually 
part  rusher  and  part  back. 

On  offense  the  end  may  choose  his  own  position. 
The  usual  position  is  about  two  yards  from  tackle  and  a 
little  back  from  the  line.  But  wherever  the  end  stands 
he  should  not  become  anchored.  When  playing  in  the 
line  the  end  will  find  many  opportunities  to  aid  the 
tackle,  as  when  the  play  is  to  be  made  through  tackle 
or  end  by  helping  tackle  to  block  oif  opposing  tackle. 
When  the  play  is  to  be  between  guard  and  tackle  the 
end  may  himself  engage  opposing  tackle  and  so  cause  a 
diversion  that  will  aid  his  own  tackle  in  making  the 
hole.     When   the   tackle  runs  with  the  ball  the  end 


POSITIONS— HOW  TO   PLAY   THEM       67 

should  look  after  the  opposing  tackle  and  see  that  he 
does  not  follow.  Very  often,  however,  the  play  will 
require  him  to  block  his  own  man  sharp  and  follow  the 
tackle  around,  helping  him  at  the  turn,  steering  him 
into  the  opening  and  at  the  same  time  protecting  him 
from  the  rear.  When  in  the  line  the  end  should  remem- 
ber to  give  his  attention  to  the  inside  man  as  being  near- 
est to  the  play. 

On  kicks  by  his  OAvn  team  the  end  should  play  a 
trifle  farther  into  the  field.  Unless  he  is  unusually  fleet 
he  should  not  delay  his  run  down  the  field  by  attempting 
to  put  out  opposing  end  or  backs,  but  should  leave  this 
to  his  half-back  and  put  all  his  work  into  the  running. 
He  should  study  the  movements  and  faces  of  the  op- 
posing backs  in  order  to  learn  the  direction  of  the  ball 
rather  than  turn  his  head  at  the  kick.  In  most  cases  it 
is  possible  to  advise  the  ends  of  the  direction  of  the  kick 
by  signal.  The  end  should  be  the  first  man  down  the 
field  under  the  ball.  When  he  has  located  it  and  the 
man  who  is  going  to  make  the  catch  he  should  lose  no 
time,  but,  on  the  other  hand,  should  be  careful  not  to 
overrun.  Always  go  down  on  the  player  who  is  to  re- 
ceive the  ball  from  the  outside,  so  that  in  trying  to 
avoid  you  he  will  be  forced  toward  the  other  rushers. 
Ascertain  that  there  is  no  other  player  near  to  whom  the 
catcher  will  be  likely  to  pass  the  ball.  Slacken  your 
pace  so  as  not  to  overrun.  If  there  is  no  interference 
threatening  you  allow  the  opponent  to  catch  and  start; 
then  tackle  hard  and  watch  out  for  a  fumble;  perhaps 


68  AMERICAN   FOOTBALL 

youH^e  a  touch-down  coming  to  you.  If  when  the  op- 
ponent runs  he  starts  back  to  avoid  you,  don't  close  with 
him  as  long  as  he  is  continuing  toward  his  own  goal,  but 
use  every  effort  to  drive  him  back.  Keep  within  tack- 
ling distance,  and  tackle  the  moment  he  begins  to  recover 
ground.  "When  the  kick  is  into  touch  the  end  should 
"  dog ''  the  opponent  watchfully  and  be  on  the  lookout 
for  side-line  tricks. 

On  defense  the  end  is  a  highly  important  member 
of  his  team.  It  is  his  duty  to  stop  long  runs  around  the 
end  of  the  line  and  to  get  into  and  break  up  open  plays. 
When  a  play  comes  his  way  his  first  thought  should  be 
to  turn  the  runner  in  toward  the  tackle.  To  do  this  he 
should  get  around  the  opponent's  line  at  as  sharp  an 
angle  as  possible,  with  his  arms  straight  in  front  of  him 
and  tightly  locked  to  ward  off  interference.  The  mo- 
ment the  turn  is  begun  he  should  tackle  the  runner.  To 
do  this  it  will  be  necessary  for  him  to  keep  outside  of 
the  interference,  unless  he  is  certain  that  his  half-back 
is  also  turning  the  interference  in,  in  which  case  he  may 
go  through  it.  With  his  man  once  within  reach,  a 
quick,  hard  tackle  is  all  that  remains. 

The  end  should  always  have  his  eyes  open  for  a 
fumble  either  by  his  own  backs  or  the  opponent's.  He 
should  keep  out  of  plays  by  the  opponent  in  the  center 
of  the  line  and  out  of  pile-ups,  his  duty  then  being  to 
watch  sharply  lest  the  runner  worm  through.  Above 
all,  he  should  keep  on  his  toes,  watch  the  ball,  and  use 
his  wits. 


POSITIONS— HOW   TO   PLAY   THEM       69 

The  Quarter-Bach 
There  is  a  very  general  theory  among  football  men 
to  the  effect  that  quarter-backs  are  born  and  not  made. 
To  describe  the  ideal  quarter  would  be  merely  to  cata- 
logue all  the  virtues,  and  use  much  space.  Perhaps  it 
is  sufficient  to  say  that  he  must  know  the  game  thor- 
oughly, not  merely  the  rules,  but  the  science  and  the 
possibilities;  that  he  must  be  cool,  with  the  ability  to 
think  quickly  and  act  quickly ;  that  he  must  be  "  sandy  " 
clear  through  and  possess  a  positive  love  of  hard  work 
and  hard  knocks — for  he  will  get  plenty  of  both.  Phys- 
ically the  requirements  are  not  difficult  to  fill.  The 
quarter  is  generally  the  lightest  and  smallest  member 
of  the  team,  not  because  size  and  weight  are  barred, 
but  because  the  nature  of  his  work  requires  extreme 
activity  and  a  certain  nervous  energy  not  usually  found 
in  large  men. 

He  is  practically  the  captain  ex  officio.  His  is  the 
duty  of  running  the  team  and  upon  him  falls  more  re- 
sponsibility than  upon  any  other  player.  From  him  the 
rest  of  the  team  will  very  likely  take  the  cue  of  cheer- 
fulness or  discouragement,  hope  or  despair;  and  for  this 
reason  he  must  always  maintain  confidence  and  cour- 
age. The  team  that  goes  into  its  final  contest  built 
around  a  steady  center  and  a  brilliant  quarter  is  in  a 
good  way  to  win  out.  About  once  in  three  years 
a  born  quarter-back  bursts  into  view ;  the  supply  is  lim- 
ited. 

6 


70  AMERICAN   FOOTBALL 

On  Offense. — In  taking  the  position  to  receive  the 
ball  from  center,  the  quarter  should  consult  first  of  all 
the  success  of  the  team ;  that  is  to  say,  he  should  find  out 
by  constant  experiment  what  position  will  enable  him  to 
handle  the  ball  most  expeditiously  and  safely,  and  accom- 
modate himself  to  it.  As  has  been  said  previously  in  this 
chapter,  the  method  of  snapping  back  the  ball  should 
be  agreed  upon  by  the  center  and  quarter  after  every 
method  has  been  tried;  the  decision  once  made,  these 
two  players  should  practise  snapping  back  on  every  pos- 
sible occasion;  practise  makes  perfect,  and  it  isn't  pos- 
sible to  be  too  perfect  at  this  accomplishment.  Some 
quarters  prefer  the  position  facing  and  directly  behind 
center,  both  feet  in  a  straight  line  parallel  to  the  rush- 
line.  Others  stand  very  nearly  sidewise,  the  left  foot 
about  twenty-eight  inches  back  from  the  right.  In  this 
position  the  quarter  has  the  back  field  always  in  sight 
without  turning.  The  quarter  should  take  the  same  po- 
sition for  every  play,  avoiding  ^'favoring"  that  side  of  his 
line  to  which  the  ball  is  going.  Whatever  position  is 
used  it  should  be  one  which  allows  the  other  backs  a 
good  view  of  the  ball.  The  pass  from  center  through 
quarter  to  runner  should  be  made  as  nearly  as  possible 
on  one  unbroken  line;  that  is,  the  quarter  should  not 
take  the  ball  to  him  and  then  pass  to  the  runner,  but 
should  speed  it  on  from  snapper-back  to  runner  without 
a  perceptible  hitch.  In  case  of  a  fumble  quarter  should 
fall  on  the  ball  instantly  and  not  attempt  to  recover  it 
and  put  it  into  play.    It  is  better  to  lose  a  down  than  to 


POSITIONS— HOW  TO   PLAY   THEM       71 

lose  the  ball.  The  quarter  should  be  equally  certain  in 
passing  to  one  side  as  to  the  other. 

When  the  pass  is  to  be  made  to  a  runner  going  out- 
side of  guard  the  ball  should  be  tossed,  and  whenever 
possible  both  hands  should  be  used,  since  more  accuracy 
is  so  insured.  When  the  runner  is  making  a  plunge 
through  the  center  of  the  line  a  hand  pass  should  be 
made.  Remember  that  the  back  has  no  time  in  this 
case  to  handle  the  ball,  so  place  it  where  he  wants  it,  that 
is,  against  the  pit  of  the  stomach,  necessitating  only  a 
single  clutching  movement  on  his  part  to  secure  it.  Re- 
member, too,  that  your  work  is  not  finished  when  the 
ball  is  out  of  your  hands;  follow  up  the  runner;  if  the 
plunge  is  through  center  steady  the  runner;  if  the  try 
is  at  the  flank  of  the  line  get  into  the  interference. 

When  called  upon  to  kick  the  quarter  should  wait 
until  the  last  possible  moment  before  going  back  to  his 
position,  since  by  so  doing  he  may  be  able  to  get  the  ball 
away  before  the  opponent  has  covered  his  field.  On  the 
pass  he  should  catch  the  ball  in  his  hands  and  not  against 
his  body,  as  he  will  be  able  to  get  it  away  much 
quicker  so. 

When  the  quarter  is  to  run  with  the  ball  it  is  highly 
necessary  that  his  intention  be  hidden  until  he  has 
started.  The  chief  merit  of  this  play  is  its  unexpected- 
ness; aside  from  that  it  has  little  advantage  over  a  run 
by  any  other  back.  Therefore  he  should  take  his  posi- 
tion as  usual,  receive  the  snap-back  as  in  any  other  play 
and  make  the  turn  as  if  to  pass  before  straightening  up 


72  AMEKICAN   FOOTBALL 

for  the  run.  The  quarter-back  must  remember  that  he 
can  not  run  with  the  ball  unless  he  crosses  the  line  of 
play  at  least  five  yards  from  where  he  received  it  from 
the  center  rush.  In  other  words,  he  must  run  at  least 
five  yards  across  the  field  before  he  tries  to  go  ahead, 
and  so  he  must  not  forget  to  keep  an  eye  on  the  length- 
wise lines  when  he  is  ready  to  run  with  the  ball. 

On  defense  the  quarter  will  generally  play  back; 
how  far  back  depends  on  the  ability  of  the  opposing 
kicker.  Generally  the  distance  between  his  position  on 
defense  and  his  line  will  be  from  twenty  to  thirty  yards, 
except  when  a  kick  is  expected,  in  which  case  he  will 
play  from  thirty  to  forty  yards  back.  It  is  better  to  play 
too  far  back  than  too  far  forward:  in  the  latter  case  a 
long  punt  may  go  over  his  head  or  a  quick  end  run  may 
get  by  him.  Once  past  his  own  25-yard  line  he  should 
halve  the  distance  from  his  team  to  the  goal-line,  since 
a  punt  is  practically  out  of  the  question.  If  a  runner 
breaks  through  the  quarter  should  not  wait  for  him,  but 
should  advance  and  tackle  him  as  far  from  the  goal  as 
possible,  and  then  hard  and  sure. 

At  all  times  he  should  be  on  the  lookout  for  a  fumble 
by  the  opposing  quarter.  He  should  give  his  signals 
quickly  and  distinctly  and  should  see  that  they  are  un- 
derstood. He  should  keep  center  and  guards  up  to  their 
work  every  moment  and  use  every  art  to  keep  them 
steady  and  to  stimulate  them. 

The  quarter  should  not  overwork  any  one  of  the 
backs,  unless  a  gain  is  absolutely  imperative.     In  that 


POSITIONS— HOW  TO   PLAY   THEM       73 

case  call  on  the  surest  man.  Keep  a  sharp  watch  on  the 
opponent's  line ;  study  the  conditions  of  the  players.  If 
a  tuckered-out  man  is  discovered  try  a  play  at  his  posi- 
tion ;  if  a  man  is  playing  wide  send  a  play  there.  As 
long  as  gains  continue  at  a  certain  place,  hammer  away 
there ;  time  enough  to  change  when  the  gains  stop. 

Some  of  the  qualities  that  make  a  first-class  quarter- 
back are  vividly  pictured  in  this  tribute  to  Pockwell,  of 
Yale,  as  one  of  the  1902  coaches  viewed  him: 

"  F.  H.  Rockwell,  a  schoolboy  player  who  in  the 
early  part  of  the  season  knocked  around  on  the  scrub, 
about  mid-season  began  to  come  into  the  running  and 
before  he  finished  he  displaced  all  candidates  ahead  of 
him.  He  quickened  up  the  entire  line,  as  well  as  the 
backs,  and  this  quality  stands  out  as  superior  to  that  of 
any  quarter  that  has  run  our  back  teams  for  many  years. 
He  could  put  a  big  team  up  to  such  a  pitch  as  to  have 
them  blowing  like  porpoises  in  five  minutes,  and  any 
one  who  thinks  that  an  easy  thing  to  do  has  had  very 
little  experience  in  quarter-back  play.  Best  of  all,  when 
he  was  sending  the  team  fast,  his  judgment  seemed  to 
be  most  unerring  on  the  plays  he  ought  to  use,  and  where 
to  attack  the  opposing  line.  While  still  on  his  back  be- 
neath the  scrimmage,  the  words  of  his  signals  would 
begin  to  pipe  out,  and  by  the  time  he  was  landed  on  his 
feet  he  would  be  ready  for  the  ball  to  come.  On  de- 
fensive work,  Rockwell  was  kept  up  behind  the  line, 
instead  of  going  back  to  receive  kicks,  and  no  man  had  a 
keener  eye  for  detecting  the  play  of  the  opponents  than 


74  america:n"  football 

he.  His  tackling  was  certain  and  his  ability  to  keep  the 
big  men  up  to  their  work  was  phenomenal.  He  never 
fumbled  and  almost  invariably  put  the  ball  into  the 
hands  of  even  an  uncertain  back  so  that  the  man  could 
not  drop  it.  Kockwell  is  only  five  feet  eight  inches  tall, 
and  weighs  a  hundred  and  forty-eight  pounds.^' 

The  Half-Bach 

The  two  half-backs  together  with  the  full-back  are 
the  principal  ground  gainers.  These  three  should  work 
together  in  perfect  unison.  The  half-back  may  play  one 
of  two  styles  of  the  game;  that  is,  he  may  be  a  "  dodger  " 
or  a  "  plunger  " ;  he  should  not  combine  the  two,  since  it 
is  seldom  possible  for  him  to  do  both  well.  A  team 
should  have  one  half-back  of  each  kind. 

The  half-back  should  be  quick  to  start,  a  hard,  fast 
runner,  a  good  dodger  and  should  have  endurance  and 
courage  in  about  equal  proportions.  He  must  be  capable 
of  being  sent  into  the  line  or  around  it  time  after  time 
without  rest ;  he  must  be  quick  to  think  and  quick  to  act. 
As  for  weight,  a  plunging  back  can  stand  more  of  it  than 
a  dodger,  although  the  latter  should  not  be  so  light  as  to 
be  easily  carried  off  his  feet. 

On  Offense. — The  positions  to  be  assumed  by  the 
backs  on  the  offense  will  depend  upon  the  style  of  attack, 
but  whatever  the  formation,  they  should  take  up  as  near 
as  possible  the  same  relative  positions  as  regards  each 
other  and  the  ball,  thus  giving  the  opponent  no  hint  of 


POSITIONS— HOW  TO   PLAY   THEM       75 

tlie  point  or  nature  of  attack.  Every  care  should  be 
taken  not  to  indicate  the  direction  of  the  play  either  by 
glances,  false  starts  or  by  leaning.  The  ability  to  start 
quickly  is  one  of  the  first  essentials,  almost  the  most 
important.  iN'o  matter  how  fast  a  man  may  be  able  to 
run  after  he  is  going  he  will  not  make  a  good  back  until 
he  has  learned  to  start  quickly.  Starting  from  a  pistol  in 
the  hands  of  a  coach  is  one  of  the  best  methods  of  per- 
fecting himself  in  this.  As  soon  as  the  team  lines  up 
the  half-back  should  get  on  his  toes  and  stay  there  until 
the  ball  is  snapped.  He  should  stand  with  one  foot  be- 
hind the  other,  body  and  weight  forward,  much  as  the 
sprinter  poises  himself  for  a  standing  start.  The  instant 
the  ball  is  snapped  he  should  dig  his  toes  and  throw  him- 
self forward,  recovering  his  equilibrium  by  fast  use  of 
his  feet. 

His  position  must  be  such  as  to  allow  him  to  run 
straight  ahead,  to  left  or  to  right  with  equal  facility. 
Some  men  will  find  themselves  capable  of  starting  in  one 
direction  and  of  running  in  that  direction  better  than 
in  another,  and  this  fact  should  govern  their  location  in 
the  back  field ;  a  man  who  can  do  better  work  at  left  half 
than  at  right  should  be  placed  there  and  kept  there. 
Do  not  expect  a  man  who  has  been  playing  at  left  all 
season  to  do  as  good  work  if  switched  over  to  the  other 
side. 

The  back  who  is  going  at  the  center  of  the  line 
should  receive  the  ball  against  the  pit  of  the  stomach 
and  hold  it  there  with  both  hands;  he  won't  need  his 
hands  and  he  will  need  the  ball.     He  should  keep  his 


76  AMEKICAN   l^OOTBALL 

feet  and  run  high  if  the  hole  is  awaiting  him.  If  it  is 
not  he  should  either  hurdle,  trusting  to  go  over,  or  buck 
it  hard.  At  all  events,  he  should  keep  his  eyes  open. 
Short  steps  are  best,  as  they  enable  the  back  to  recover 
his  equilibrium  quickly.  His  legs  should  be  bent  as  the 
line  is  reached,  as  in  this  case  he  is  capable  of  a  certain 
amount  of  lifting  power  if  it  is  needed.  When  the  back 
is  to  go  outside  of  guard  or  circle  the  end  he  will  need 
one  arm  for  interference  and  so  should  carry  the  ball 
under  the  arm  farthest  from  the  enemy.  He  should  be 
able  to  carry  the  ball  as  well  under  one  arm  as  under  the 
other.  The  arm  not  engaged  with  the  ball  should  be 
held  straight  and  stiff  to  ward  off  interferers;  a  nice  use 
of  this  arm  will  gain  many  a  yard. 

In  around  the  end  work  the  back  must  keep  his  eyes 
open  and  his  feet  under  him.  A  runner  who  goes  like 
the  wind  and  dashes  blindly  into  a  mass  of  interference 
isn't  nearly  as  valuable  as  a  slower  man  who  looks  where 
he  is  going.  In  the  same  way  a  back  who  loses  his  feet 
the  first  time  he  is  jostled  isn't  as  good  a  ground  gainer 
as  the  less  brilliant  player  who  keeps  his  feet  under  him 
and  so  gives  his  interference  a  chance  to  shove  him  along. 
The  back  must  not  allow  himself  to  be  forced  toward  his 
own  goal;  it  is  better  for  him  to  drop  in  his  tracks  with- 
out gain  than  to  lose  territory.  He  should  not  follow  so 
close  to  his  interference  as  to  be  unable  to  clear  the  inter- 
ference in  case  it  is  upset.  He  should  run  low  as  long  as 
possible — very  often  he  can  do  so  until  he  reaches  the 
line.    The  idea  in  this  is  to  escape  detection. 


POSITIONS— HOW  TO   PLAY   THEM       77 

"When  tackled  he  should  always  fall  forward  with  the 
ball  clasped  tightly  under  him.  The  difference  between 
a  forward  fall  and  a  backward  fall  is  anywhere  from  one 
to  three  yards.  When  you  are  certain  that  by  extending 
the  ball  in  front  of  you  you  can  gain  the  required  dis- 
tance it  is  well  enough  to  risk  it,  but  as  a  general  rule 
it  is  better  to  sacrifice  a  yard  of  territory  and  make  sure 
of  keeping  the  ball.  The  ball  held  in  front  is  usually 
easy  prey  for  the  opponent  and  a  great  many  games  have 
been  won  by  a  stolen  ball. 

When  his  side  is  kicking  the  half-back  should  form 
into  defense  for  the  kicker  and  should  block  hard. 

On"  defense  the  half-back  should  usually  stand  be- 
hind the  guard-tackle  hole,  from  which  position  he  is 
able  to  throw  himself  into  a  repulse  of  an  attack  upon 
the  center  of  the  line  as  well  as  to  keep  a  sharp  watch  on 
the  flank.  He  will  sometimes  be  called  upon  to  go  into 
the  line  between  guard  and  tackle  or  between  tackle 
and  end.  The  back  is  a  part  of  the  secondary  defense 
and  should  not  go  through  the  line.  The  back  should 
stand  high  enough  to  watch  the  play  and  as  soon  as  he 
decides  what  it  is  to  be  should  get  to  it  as  fast  as  his  legs 
will  take  him.  In  stopping  end  runs  he  should  never 
allow  himself  to  get  hit  but  should  keep  the  opponent 
off  with  his  arms.  In  stopping  a  mass  play  he  should 
try  to  upset  it  or  turn  it  aside  and  not  strive  to  tackle 
any  single  member  of  it.  When  the  other  side  kicks, 
either  a  half-back  or  the  full-back  should  go  up  the  field 
to  help  the  quarter.     Which  is  to  do  this  should,  of 


78  AMERICAN   FOOTBALL 

course,  be  settled  upon  before  the  game,  and  equally  as 
a  matter  of  course  the  one  chosen  should  be  the  surest 
catcher  and  best  runner. 

The  Full-Bach 

What  has  been  said  of  the  half-back  will  apply  very 
nearly  as  well  to  the  full-back.  His  duty  is  to  advance 
the  ball  by  '^  bucking  "  the  line,  hurdling  it  or  running 
around  the  end.  He  should  be  equally  effective  as  a 
hard,  speedy  runner  and  a  fierce  line  plunger.  If  he  is 
also  a  good  hurdler  he  should  be  a  valuable  man  for  the 
place.  As  a  general  thing  his  weight  may  exceed  that 
of  the  half;  if  he  is  to  be  used  principally  for  plunges 
at  the  center  of  the  line  he  may,  in  fact,  weigh  as  much 
as  a  tackle  just  so  long  as  he  is  quick  and  active. 

On  Offense. — From  the  kicking  back  of  ten  years 
ago  the  full  has  developed  into  a  sort  of  human  batter- 
ing-ram, a  man  to  be  depended  upon  at  a  crisis,  one  who 
can  take  the  ball  on  a  third  down  and  smash  himself 
through  or  under  or  over  the  line  for  the  required  dis- 
tance. He  must  be  a  hard,  desperate  fighter,  one  whose 
courage  is  at  once  cool  and  reckless,  and  a  man  quick  to 
judge  the  exigencies  of  a  situation  and  quick  to  act  upon 
his  judgment.  He  will  often  find  himself  rushing  head- 
long into  a  line  in  which  the  expected  hole  is  not  to  be 
seen.  He  will  need  his  wits  then.  One  thing  he  must 
not  do,  and  that  is  stop.  There's  a  yard  to  be  gained  and 
he's  there  to  gain  it.    There  must  be  no  slacking  up,  no 


rosiTioxs— now  to  play  them     79 

hesitation;  lie  must  decide  what  to  do  between  the  re- 
ceiving of  the  ball  and  the  striking  of  the  line  and  then 
do  it  just  as  hard  as  he  knows  how,  summoning  every 
ounce  of  weight  and  strength  to  his  aid.  If  he  decides  to 
buck  he  should  get  low  with  head  down  and  use  his  legs 
for  all  that's  in  them.  If  he  chooses  to  hurdle  he  will 
secure  the  ball  with  one  hand  only,  since  he  will  require 
the  use  of  the  other  arm  in  leaping  and  in  balancing  his 
body.  Hurdling  the  line  is  an  art  in  itself  and  can  be 
acquired  only  by  practise.  It  is  not  as  dangerous  as  it 
looks  from  the  side-lines,  and,  when  performed  by  a  good 
exponent  of  the  art,  is  an  almost  certain  ground  gainer. 
The  full-back  will  sometimes  find  an  opening  in  the  line 
which  while  not  clean  enough  to  allow  him  to  go  through 
on  his  feet  is  yet  big  enough  to  take  him  head  first.  In 
that  case  he  should  dive,  launching  himself  forward 
much  as  a  base-runner  does  when  about  to  slide  for  the 


The  full-back  who  can  take  part  in  the  kicking  is  a 
valuable  player,  since  because  of  his  weight  and  size  he 
will  naturally  possess  the  strength  to  make  long  punts. 

Oi^  DEFENSE  the  full-back  is  an  important  member 
of  the  secondary  line. 


CIIAPTEK   YII 

SIGNALS 

Simple  Signals  Best. — Signals  are  intended  to  con- 
vey information  and  not  to  cause  brain-fag.  Therefore 
make  your  signals  simple;  mystify  the  other  team,  not 
your  own.  Some  players  may  be  able  to  work  mind  and 
body  hard  at  the  same  time,  but  most  are  not.  For  prac- 
tise a  two-number  system  will  answer;  even  when  you 
meet  the  enemy  three  numbers  should  serve  as  well  as 
five  or  six. 

Your  system,  once  decided  on,  should  be  learned 
thoroughly  by  every  member  of  the  team.  Signal  drill 
may  be  given  indoors  a  couple  of  evenings  a  week  as  sup- 
plementary to  the  regular  outdoor  work.  The  team 
ought  to  become  so  well  acquainted  with  the  signals  as 
to  comprehend  them  instantly  without  apparent  effort  of 
the  mind.  When  every  man  knows  them  thoroughly, 
as  he  should,  there  will  be  no  more  frenzied  cries  of  "  Sig- 
nal! Signal!  "  to  the  quarter-back,  no  more  false  starts 
and  no  more  ragged  interference.  More  than  half  the 
misplays  of  an  afternoon's  practise  in  mid-season  may  be 
traced  to  imperfect  knowledge  of  signals.    The  remedy 

is   DEILL. 

All  kinds  of  systems  are  possible;  you  may  use  let- 
80 


SIGNALS  81 

ters  of  the  alphabet,  words,  signs  and  numbers;  you 
might  even  manage  to  get  up  a  satisfactory  system  of 
whistling;  but  in  the  opinion  of  most  coaches  it  is  sim- 
plest and  best  to  make  the  entire  signal  code  of  numbers. 
For  School  Teams  and  younger  players  generally 
the  following  system  will  prove  all  that  can  be  desired, 
combining  as  it  does  perfect  simplicity,  safety  and 
variety.  Begin  by  numbering  each  opening  on  the  right 
of  center  from  2  to  8  inclusive  and  on  the  left  from  3 
to  9  inclusive.  Then  number  each  position  as  follows: 
RG  2,  ET  4,  EE  6,  EHB  8,  LG  1,  LT  3,  LE  5,  LHB  7, 
QB  9,  FB  10.    The  following  diagram  will  aid: 


®      ®      ® 


Diagram  E. — Positions  and  openings  numbered  for  signal 
system. 

In  giving  the  signal  use  three  numbers,  letting  the 
first  be  a  '^  bluif  ''  or  useless  number,  the  second  indicate 
the  player  who  is  to  take  the  ball  and  the  third  indicate 
the  opening  through  which  he  is  to  carry  it.  Thus :  the 
signal  called  is  "5,  8,  6! '^  The  five  is  the  "bluff" 
number  and  there  only  to  confuse  the  opponent;  the 
8  indicates  the  right  lialf-back;  the  6  indicates  the  open- 


82  AMEEICAN   FOOTBALL 

ing  between  right  tackle  and  end.  The  signal  "  5,  8,  6," 
then,  calls  for  a  plunge  by  right  half  outside  of  right 
tackle. 

In  case  the  opponent  solves  one  or  more  of  the  sig- 
nals the  entire  system  may  be  changed  at  once  by  letting 
the  first  number  indicate  the  player,  the  second  number 
be  the  "  bluff  '^  and  the  third  number  indicate  the  open- 
ing. The  three  numbers  allow  of  six  variations;  at  least 
three  of  them  should  be  thoroughly  mastered  by  the 
team. 

A     MORE     COMPLICATED      SYSTEM     is     the     f ollowiug  I 

Number  the  openings  from  1  to  8,  beginning  at  the  left 


o 

®  ^  ® 


Diagram  F. — Another  arrangement  of  numbers. 

(Diagram  F).  Number  the  positions  from  1  to  9,  work- 
ing from  left  to  right.  Use  three  numbers  in  the  signal, 
one  of  them  being  a  "  bluff  "  number.  Supposing  the 
"  bluff ''  number  comes  first ;  then  let  the  second  digit 
of  the  second  number  indicate  the  player  who  is  to  re- 
ceive the  ball  and  the  second  digit  of  the  third  number 
the  opening. 

Thus:    If   the   signal   called   is   ^'23,  39,  15,"   23 
has  no   meaning,    39   indicates   the   full-back   and   15 


SIGXALS  83 

indicates  the  opening  between  right  guard  and  center. 
In  this  system  the  quarter-back  is  not  numbered,  but  any 
number  above  50  and  under  100  would  indicate  that 
he  was  to  advance  the  ball;  thus,  "17,  56,  22  '^  would 
call  for  quarter  to  take  the  ball  for  a  dash  into  the  line 
outside  of  left  tackle. 

In  either  of  the  above  systems  the  "bluff "  numbers 
may  be  increased  to  two,  three,  or  even  four  if  desired. 
Ordinarily  one  "  bluff  '^  number  is  sufficient  and  little 
is  gained  by  adding  more.  The  danger  of  confusing 
your  own  team  is  the  first  thing  to  guard  against. 

In  each  of  the  systems  a  kick  may  be  indicated  by 
any  number  over  100. 

Any  formation  other  than  the  regular  one  should  be 
called  for  by  the  quarter  before  he  gives  the  signal,  as 
"left  tackle  back!''  "right  guard  back!''  "left  end 
and  tackle  over!  "  etc. 

If  a  starting  signal  is  desired  it  may  be  included  in 
the  number  signal  in  a  variety  of  ways,  but  it  is  of  du- 
bious value,  since,  once  discovered,  it  gives  the  oppo- 
nent a  tremendous  advantage. 

Sequences,  that  is  to  say  a  number  of  plays  which 
can  succeed  each  other  w^ithout  signals,  are  of  value. 
They  should  not,  however,  as  a  rule  comprise  more  than 
three  plays,  and  should  be  used  sparingly. 

The  quarter  should  give  his  signals  plainly,  loudly 
and  commandingly  and  once  only,  unless  called  upon  for 
a  repetition  by  one  of  his  side.  After  the  signal  he 
should  get  the  play  off  as  quickly  as  possible. 


CIIAPTEE   YIII 

THE  TEAM 

The  members  of  the  team  having  been  taught  to 
play  as  individuals,  the  next  duty  is  to  teach  them  to 
play  in  unity.  Team-play  is  the  concerted  action  of 
eleven  men  having  the  same  object  in  view.  It  is  the 
final  accomplishment  and  a  difficult  one  to  teach,  but 
without  it  the  team  is  a  ship  without  a  rudder. 

Offense 

Plan  the  Contest. — Every  important  contest 
should  be  planned  beforehand  by  captain  and  coaches. 
In  so  doing  everything  should  be  taken  into  considera- 
tion; weather,  wind,  condition  of  field,  strength  of  your 
team  and  strength  of  the  enemy's.  By  keeping  track  of 
the  opponent's  work  in  preceding  games  it  is  not  difficult 
to  surmise  very  nearly  \vhat  style  of  offense  you  will 
be  called  upon  to  meet  and  what  manner  of  game  will 
succeed  best  against  him.  Map  out  your  battle  accord- 
ingly, deciding  what  line  of  action  is  to  govern  the  day, 
and  what  is  to  be  done  under  certain  conditions.  This 
is  generalship.  Good  generalship  has  w^on  many  a  game 
before  the  toss-up. 

Whatever  plans  you  may  lay  out  for  the  opponent's 
84 


THE    TEAM  85 

undoing  be  guided  by  the  rule  that  "  straight  football  ^' 
is  the  basis  for  every  successful  attack. 

Starting  the  Game. — At  the  kick-off  let  the  kick 
be  made  by  the  best  kicker  iiTCspective  of  position. 
Place  the  ends  on  the  wings  of  the  line^  two  swift  backs 
in  the  center  and  keep  the  surest  catcher  at  the  40- 
yard  line  to  look  after  a  return  punt.  (Diagram  B.) 
The  team  should  know  beforehand  the  direction  of  the 
kick;  this  information  can  be  conveyed  to  them  by  the 
captain  by  means  of  prearranged  signals.  Every  man 
save  the  one  nearest  goal  should  get  away  instantly  as 
soon  as  the  ball  is  kicked. 

Kick  as  far  as  possible  without  kicking  the  ball  into 
touch  or  over  the  line;  although  there  are  certain  con- 
ditions under  which  the  latter  may  be  desirable.  If  you 
kick  into  touch  you  will  have  to  do  it  over  again ;  if  you 
do  it  a  second  time  the  ball  goes  to  the  opponent  for  a 
kick-off.  It  is  better  to  let  the  opponent  have  the  ball 
near  his  goal  than  to  have  it  yourself  near  your  own 
goal.  If  the  ball  is  kicked  over  the  goal-line  it  goes  to 
the  opponent  on  his  25-yard  line  for  a  free  kick.  If  the 
opponent  is  known  to  be  weak  at  kicking  and  possession 
of  the  ball  is  desired  a  kick  over  the  goal-line  will  prob- 
ably restore  the  ball  to  you  at  about  the  middle  of  the 
field.  However,  the  result  of  such  an  attempt  is  at  all 
times  uncertain. 

It  is  the  duty  of  the  ends  to  stop  the  return  of  the 
ball  by  tackling  the  catcher  of  it.  This  is  so  of  the  other 
players  as  well,  but  the  ends,  because  of  their  speed, 


86  AMERICAN    FOOTBALL 

stand  a  better  chance  to  succeed.  Failing  to  stop  the 
man  with  the  ball,  the  ends  should  drive  him  toward  the 
middle  of  the  field,  where  the  other  players  of  their  side 
are  ready  to  break  up  the  interference  and  get  him. 

The  Scrimmage. — AVhen  the  ball  is  down  it  must  be 
put  in  play  either  by  snapping  it  back  or  kicking  it  for- 
ward. The  latter  means  is  seldom  used,  since  it  almost 
invariably  means  loss  of  the  ball.  There  are  three  meth- 
ods of  advancing  the  ball  from  a  down,  i.  e.,  Direct  At- 
tack or  ^'  straight  football,"  Indirect  Attack  or  trick 
play  and  Kicking. 

Direct  attack  should  form  the  basis,  as  has  been 
said,  of  every  offense.  Direct  attack  represents  forc6  as 
opposed  to  strategy  and  is  more  easily  executed  than 
indirect  attack,  since  it  is  simple  both  in  foraiation  and 
execution  and  does  not  entail  mental  as  well  as  physical 
exertion.  The  following  examples  of  direct  attack  are 
mostly  "  standard  "  plays  and  are  as  simple  as  they  are 
effective.  It  must  be  remembered,  however,  that  in 
these  as  in  all  other  plays  success  lies  in  the  perfection  of 
execution. 

Left  Half-Back  between  Guard  and  Center  on 
HIS  Own  Side. — This  play  is  from  ordinary  formation 
— that  is,  a  formation  where  the  seven  forwards  are  in  the 
line,  the  quarter-back  is  close  behind  center,  the  half- 
backs about  three  yards  back  of  the  line  and  just  outside 
of  guards  and  the  full-back  about  four  yards  back  of  the. 
line  and  directly  behind  quarter.  The  ends  play  in  the 
line  about  one  and  a  half  yards  from  the  tackles. 


THE   TEAM  87 

At  the  instant  the  ball  is  snapped  LH,  EH  and  FB 
dash  for  the  center-guard  hole  on  the  left  of  the  line. 
At  the  same  instant  C  lifts  his  opponent  back  and  to  the 
right,  LGr  lifts  his  opponent  back  and  to  the  left,  thus 
forming  the  opening.  The  ball  goes  to  LH  on  a  hand 
pass  from  Q,  who  steadies  him  as  he  strikes  the  line  at 
full  speed,  head  down  and  ball  clasped  with  both  hands 
to  his  stomach.  FB  and  RH  follow  him  closely  and  push 
with  all  their  might  as  he  reaches  the  hole.  They  should 
be  careful  to  apply  the  pressure  below  the  waist  and  not 
above  it,  since  what  is  wanted  is  to  keep  the  runner  on 
his  feet  and  not  push  him  down.  When  the  ball  is 
snapped  BE  and  LE  pass  through  the  line  outside  of 
tackles  to  interfere  for  the  runner  in  case  he  gets 
through.  BT  goes  through  between  guard  and  tackle 
for  the  same  purpose.  QB  follows  the  play,  pushing 
behind  FB  and  RH.  Don't  stop  pushing  until  the  last 
inch  is  gained.  The  same  play  may  be  made  by  RH  on 
his  own  side  or  the  opposite  side  and  by  LH  on  the  oppo- 
site side. 

Left  Half-Back  between  Guard  and  Tackle  on 
ins  Own  Side. — Formation  as  in  previous  play.  At 
the  instant  the  ball  is  put  in  play  LH,  FB  and  RH  dash 
for  the  guard-tackle  hole  on  the  left  of  the  line.  LT 
lifts  his  man  out  and  to  the  left,  LG  lifts  his  man  out 
and  to  the  right,  making  the  opening. 

LH  receives  the  ball  from  QB  when  about  a  yard 
from  the  line  on  a  short  pass,  clasps  it  to  his  stomach  and 
plunges   between  guard   and   tackle   with  head   down. 


88  AMERICAN   FOOTBALL 

FB,  RH  and  QB  follow  behind  and  push  him  for- 
ward. 

LE  leaves  his  position  the  instant  LH  reaches  the 
line — his  duty  until  that  time  being  to  prevent  attack 
from  his  end — and  goes  through  outside  of  tackle,  put- 
ting out  the  first  man  behind  the  opposing  line. 

RT  and  RE  go  through  guard-tackle  and  tackle-end 
holes  to  interfere  for  the  runner  if  he  gets  through  the 
line. 

This  play  can  be  made  by  LH  on  the  opposite  side 
and  by  RH  on  his  own  and  opposite  side  of  the  line. 

Left  Half-Back  around  his  Own  End. — Prece- 
ding formation.  At  the  instant  the  ball  is  snapped  LH, 
FB  and  RH  start  for  the  left  end  of  the  line,  LH  receiv- 
ing the  ball  on  a  long  pass  from  QB  after  he  has  started 
and  while  at  a  point  about  back  of  LT.  LE  forces  his 
man  in  toward  center,  while  LT  must  see  that  his  man 
does  not  get  through  to  tackle  the  runner. 

RH  and  QB  take  a  course  parallel  to  LH  and  FB, 
but  nearer  the  line  passing  inside  of  LE  and  seeking  to 
get  through  in  time  to  interfere  for  LH  as  he  goes  down 
the  field.  FB  follows  and  protects  the  runner  from  the 
rear. 

RT  and  RE  get  through  inside  their  men  to  join  the 
interference,  their  especial  duty  being  to  repulse  attacks 
from  the  opposing  backs.  This  play  may  be  made  around 
either  end  of  the  line  by  either  half-back. 

Full-Back  between  Center  and  Right  Guard. — 
For  this  play  a   slightly  different  formation   is  used. 


THE    TEAM  89 

Half-backs  stand  directly  behind  guards  about  three 
yards  back;  full-back  stands  four  yards  behind  center; 
ends  stand  one  yard  back  from  the  line  and  a  yard  and  a 
half  outside  of  tackles. 

At  the  instant  the  ball  is  snapped  FB,  LH,  KH,  LE 
and  RE  dash  for  the  center-guard  hole.  LH  goes  first, 
clearing  out  the  hole  made  by  C  and  RG,  and  putting 
out  the  first  opposing  member  of  the  secondary  defense. 
EB  receives  the  ball  from  QB  at  a  hand  pass,  holds  it 
with  both  hands  against  his  stomach  and  follows  close 
behind  LH.  LE,  RH,  RE  and  QB  go  in  behind  FB, 
putting  all  their  weight  against  him.  LT  goes  through 
inside  his  opponent  without  stopping  to  block  and  goes 
down  the  field  ahead  of  the  runner  as  advance  interfer- 
ence. LG  and  RT  must  see  that  the  opposing  forwards 
do  not  break  through  before  FB  reaches  the  line. 

This  play  may  be  made  through  the  left  of  the  line 
as  well. 

Straight  plays  with  any  one  of  the  backs  holding  the 
ball  may  be  made  through  any  hole  in  the  line;  conse- 
quently there  are  as  many  straight  plays  as  there  are 
holes  in  the  line,  that  is  eight.  In  the  same  way,  straight 
wedge  plays  may  be  directed  against  any  position  in  the 
line  from  tackle  to  tackle. 

Plays  in  which  a  line  man  is  brought  back  either  to 
head  the  interference  or  carry  the  ball  may  rightfully  be 
classed  as  straight  football. 

Indirect  Attack. — In  this  strategy  forms  the  basis 
of  the  plays.     The  attack  appears  to  be  directed  at  one 


90  AMEKICAN   FOOTBALL 

point,  but  concentrates  at  another.  Trick  plays  were  in 
their  zenith  from  1892  to  1895.  Of  late  years  the  tend- 
ency has  been  rather  toward  straight  football.  The 
number  of  trick  plays  possible  is  practically  unlimited; 
a  coach  or  captain  can  readily  evolve  them  for  himself, 
the  only  things  necessary  being  a  pencil,  paper  and  a 
thorough  knowledge  of  the  Rules.  There  is  just  one 
way,  however,  in  which  to  decide  upon  the  merits  of 
any  play,  and  that  is  to  watch  it  in  operation  against  a 
good  opponent. 

Examples  of  the  best  of  strategic  plays  are  the  va- 
rious crisscrosses,  the  double  passes  other  than  criss- 
crosses, the  delayed  pass,  the  scrimmage  kick,  the  half- 
back run  from  a  kicking  formation,  the  ordinary  "  fake 
kick,"  the  quarter-back  run  after  a  pretended  pass  and 
the  quarter-back  kick.  There  are  besides  several  trick 
plays  of  more  than  doubtful  respectability,  notably  that 
seen  on  Soldiers'  Field,  Cambridge,  in  1903,  when  Har- 
vard's opponent  secured  the  ball  on  a  kick-off,  formed  a 
wedge  formation,  tucked  the  ball  under  the  sweater  of 
one  of  their  number,  where  it  was  held  in  place  by  an 
elastic  band,  and  scattered.  The  player  under  whose 
sweater  at  the  back  the  pigskin  was  secured  romped 
down  the  field  for  something  over  a  hundred  yards  and 
was  not  molested  until  the  goal-line  was  almost  reached. 
The  trick  was  successful,  earned  six  points,  and  was  al- 
lowable under  the  rules;  at  the  same  time  it  was  not 
good  football  from  any  point  of  view  and  even  its  in- 
ventor was  moved  to  offer  apologies  for  it. 


THE    TEAM  91 

Trick  plays  have  their  uses;  many  a  game  has  been 
won  by  a  clever  bit  of  strategy,  but  not  until  the  way  for 
it  had  been  paved  by  simple  straight  football.  Four 
good  trick  plays  at  the  most  will  suffice  for  a  team. 

Kicking. — Kicking  is  an  easy  and  practically  certain 
method  of  advancing  the  ball,  entailing,  however,  the 
loss  of  it  by  the  kicking  team.  It  means  hard  work  for 
the  ends  and  the  man  who  does  the  kicking,  but  light 
work  for  the  balance  of  the  players.  As  a  method  of 
offensive  play  its  value  is  greater  than  that  of  trick  foot- 
ball. Of  recent  years  it  has  been  steadily  gaining  in 
use  and  importance,  but  even  yet  the  full  possibilities  of 
the  kicking  game  have  not  been  displayed. 

Let  us  suppose  that  teams  A  and  B  are  very  evenly 
matched  on  offense  and  defense.  At  the  kick-off  A 
secures  the  ball  on  her  10-yard  line,  runs  it  back  to  her 
20  and  from  there  begins  a  rushing  game.  She  is 
practically  60  yards  from  scoring  distance.  By  straight 
football  diversified  by  an  occasional  trick  she  advances 
the  ball  to  B's  40-yard  line,  a  none  too  easy  perform- 
ance, and  there  loses  it.  B  is  practically  50  yards  from 
scoring  distance  of  A's  goal.  Therefore  she  kicks  on 
first  down.  There  is  the  possibility  that  A's  backs  will 
fumble.  But  even  if  they  do  not  B  has  gained,  let  us 
say,  40  yards  at  no  expense  of  offensive  strength.  She 
has  lost  the  ball,  but  is  in  fresher  condition  than  A,  and 
if  she  can  wrest  the  ball  from  her  opponent  will  be  with- 
in striking  distance  of  the  latter's  goal.  If  A  manages 
to  retain  possession  of  the  ball  until  she  has  once  more 


92  AMEKICAIS^   FOOTBALL 

crossed  into  B's  territory  it  is  probable  that  the  limit  of 
her  advance  will  be  farther  from  B's  goal  than  before. 
We  will  suppose  that  B  gains  possession  of  the  ball  on 
her  own  45  yards.  Again  she  kicks  on  first  down  and 
A's  back  secures  the  ball  on  her  25-yard  line.  Again 
A  is  in  possession  of  the  ball,  but  in  a  territory  where 
possession  of  it  is  almost  valueless.  She  is  weakened 
by  two  long  rushes  aggregating  75  yards,  while  B,  on 
the  other  hand,  is  in  far  better  physical  shape,  since 
she  has  played  almost  entirely  on  the  defensive.  The 
chances  are  now  all  in  favor  of  B's  being  able  to  hold  A 
and  secure  the  ball  within  scoring  distance  of  A's  goal. 
In  which  case  B's  better  physical  condition  will  undoubt- 
edly earn  a  touch-down. 

In  short,  the  possession  by  you  of  the  ball  inside  your 
own  30  yards  is  not  so  promising  of  a  score  for  you  as 
the  possession  of  it  by  the  opponent  inside  his  30. 

It  is  well  to  plan  your  kicking  game  after  considering 
the  relative  strength  of  your  rushing  and  kicking  ability. 
The  wind  enters  largely  into  the  question  also.  If  the 
wind  is  with  you  kicks  will  naturally  be  more  frequent 
in  your  game  than  they  would  were  the  wind  favoring 
the  opponent,  although  a  strong  punter  who  is  able  to 
kick  low  and  long  will  make  the  chances  very  nearly 
even.  If  you  have  not  such  a  punter  then  it  is  still  pos- 
sible to  rush  the  distance  the  wind  handicaps  the  kick 
and  then  punt.  In  the  same  way  you  can  offset  any  ad- 
vantage over  your  own  punter  held  by  the  rival  player. 

As  a  general  rule — ^to  which  there  are  always  ex- 


THE    TEAM  93 

ceptions — it  is  best,  rival  kickers  being  nearly  equal  in 
ability  and  the  wind  being  in  your  favor,  to  kick  on 
first  down  when  between  your  15-  and  your  40-yard 
lines;  on  second  down  between  your  40  and  the  op- 
ponent's 40;  on  third  down  from  opponent's  40  to  his 
goal.  Do  not  get  into  the  habit  of  waiting  for  the  third 
down  before  kicking;  your  opponent  is  looking  for  a 
kick  then. 

Don't  kick  from  directly  under  your  goal.  If  you 
do  the  ball  may  hit  an  upright  or  the  cross-bar.  Work 
the  ball  toward  the  side  of  the  field  on  an  end  run  first. 

Do  not,  when  kicking  from  a  point  back  of  your  own 
15  yards,  punt  the  ball  straight  down  the  field,  as  it 
may  fail  of  the  expected  distance  and  go  to  the  opponent 
on  a  fair  catch  within  place-kicking  distance  of  your 
goal.  Always  kick  into  touch  in  this  case,  thus  prevent- 
ing any  run  back  of  the  ball. 

On  the  other  hand,  when  kicking  from  any  point  bet- 
ter than  your  20  yards  strive  to  send  the  ball  straight 
down  the  field  in  front  of  the  opponent's  goal. 

Once  past  the  middle  of  the  field  and  into  opponent's 
territory  try  to  send  the  ball  into  touch  as  near  oppo- 
nent's goal-line  as  possible.  A  straight  kick  might  send 
the  ball  over  the  goal-line  and  give  the  opponent  a  free 
kick  from  his  25-yard  line. 

Finally  the  kicker  should  bear  in  mind  that  merely 
to  kick  the  ball  as  hard  as  he  knows  how  is  not  the  first 
consideration.  He  should  remember  that  he  is  kicking 
for  a  purpose;  he  should  recognize  that  purpose  and  use 


94  AMERICA:^r   FOOTBALL 

his  skill  accordingly.  In  short,  each  kick  should  be  made 
to  the  advantage  of  the  team.  He  should  take  into  ac- 
count the  speed  of  the  ends  and  the  others  of  the  rush- 
line.  There  is  little  gained  if  a  back  kicks  60  yards 
and  the  ball  is  run  back  40  yards  or  punted  back  50. 
He  must  give  his  ends  time  to  get  down  the  field,  ele- 
vating his  kicks  accordingly.  Always  he  should  strive 
to  put  the  ball  where  it  will  be  most  difiicult  for  the  op- 
posing backs  to  get  it;  by  observing  the  opponent's  ar- 
rangement of  players  he  will  often  find  a  portion  of  the 
field  poorly  covered;  or  if  the  opponent  has  a  back  who 
is  notably  uncertain  on  catching  it  will  be  well  to  drop 
the  ball  in  the  territory  covered  by  him  on  the  chance  of 
a  fumble. 

If  it  is  possible  to  signal  the  direction  of  the  kick  to 
the  rest  of  the  team  beforehand  it  should  be  done. 

Defense 

There  is  a  football  truism  to  the  effect  that  the  team 
with  a  perfect  defense  can  never  be  scored  on,  and  there- 
fore never  defeated.  It  is  a  statement  worth  consider- 
ing as  it  gives  some  idea  of  the  immense  value  of  team 
defense.  At  the  present  day  the  relative  values  of  de- 
fense and  offense  are  practically  in  the  ratio  of  3  to  2. 

Defense  at  Start  of  Game. — There  is  no  rule  gov- 
erning the  arrangement  of  players  on  the  kick-off  which 
can  be  universally  applied.  The  placing  of  the  men  will 
depend  on  individual  ability  and  style  of  work.  Diagram 
B  shows  one  method  of  arranging  the  field;  in  many 


THE    TEAM  95 

cases  other  arrangements  will  doubtless  serve  better. 
The  principal  thing  to  strive  for  is  to  cover  the  field  in 
such  a  way  that  no  matter  where  the  kick-off  puts  the 
ball  it  can  be  quickly  taken  and  returned,  either  by  punt 
or  run  back.  In  every  arrangement  it  is  advisable  to 
place  the  three  heaviest  men,  center  and  guards,  along 
the  40-yard  line  to  look  after  short  ground  kicks  and, 
when  the  ball  goes  past  them,  to  block  the  first  man. 
The  30-yard  line  is  usually  a  good  position  for  the  quar- 
ter. He  should  watch  for  short  kicks,  and  in  general 
guard  the  middle  of  the  field.  The  end  should  see  that 
kicks  dropping  near  the  side  lines  do  not  go  into  touch. 
If  the  tackles  come  next  they  will  be  in  position  to  form 
into  heavy  interference  for  any  of  the  backs,  who  cover 
the  remaining  territory.  If  either  of  the  three  backs  get 
the  ball  the  tackles  should  lead  the  way  up  the  field,  the 
other  two  backs  guarding  the  runner  closely  and  the  bal- 
ance of  the  players  joining  the  interference  as  quickly  as 
possible. 

Always  give  the  ball  a  chance  to  go  over  the  goal- 
line  so  that  you  will  earn  a  free  kick  from  your  25-yard 
line.  Ninety-nine  times  out  of  a  hundred  it  is  better 
to  run  the  ball  back  on  the  kick-off  than  to  return  the 
kick.  If  you  are  playing  a  kicking  game  you.  can  kick 
just  as  well  from  a  down,  unless  your  line  is  unusually 
weak,  as  on  the  catch,  and  you  might  as  well  have  to 
your  credit  what  ground  you  can  gain  by  running  the 
ball  back. 

Defense  from  a  Down. — The  principles  underlying 


96  AMEKICAN   FOOTBALL 

this  are:  (1)  meet  the  play  before  it  reaches  the  line, 
(2)  put  more  players  against  it  than  the  opponent  can 
put  into  it,  and  (3)  strengthen  your  line  by  making  it 
compact. 

As  to  the  first  principle,  a  moment's  thought  will 
convince  you  of  its  soundness.  The  duty  of  defense  is 
not  only  to  keep  the  opponent  from  gaining  ground,  but 
to  make  him  lose  ground  when  possible.  The  latter  is 
more  effective  than  the  former.  If  you  wait  until  a 
play  reaches  the  line  before  meeting  it  you  may  be  able 
to  stop  it,  but  not  before  it  has  gained  ground.  On  the 
other  hand,  if  you  meet  a  play  on  your  opponent's  side 
of  the  line  you  will  be  able  to  stop  it  quicker — since  it 
has  gathered  less  momentum — and  will  not  only  have 
prevented  gain,  but  will  have  stopped  the  opponent  for 
a  loss.  A  runner  becomes  harder  to  stop  with  every 
foot  of  ground  covered,  since  every  foot  means  an  in- 
crease of  momentum  as  well  as  an  added  perfection  of 
interference. 

The  second  principle  needs  no  explaining.  If  it  were 
possible  to  always  meet  a  play  with  more  men  than  the 
play  contained  there  could  be  no  advance  against  your 
defense  so  long  as  the  two  teams  were  anywhere  equal 
in  weight  and  strength. 

The  third  principle  is  founded  on  the  fact  that  it  is 
easier  and  simpler  to  protect  a  territory  15  feet  in  width 
than  one  50  feet  in  width.  There  is  always  a  tendency 
on  the  part  of  the  forwards  to  break  through  on  defense 
outside  of  their  opponents,  thus  pulling  the  line  open 


THE   TEAM  97 

and  lengthening  it  materially.  As  a  result  the  opponent 
finds  lots  of  holes  quite  to  his  liking  and  has  his  work 
vastly  simplified  for  him.  A  short  line  of  seven  men  is 
stronger  than  a  long  line  of  the  same  number. 

Half-Circle  Defense. — The  best  system  of  de- 
fense on  a  scrimmage  that  a  school  team  can  use  is  that 
which  seeks  in  theory  to  pocket  the  opponent  inside  a 
half  circle. 

For  example:  The  rush-line  is  standing  in  a  straight 
line  across  the  field.  To  form  the  half-circle  center  ad- 
vances straight  ahead  one  yard,  the  guards  two  yards  and 
a  trifle  toward  center,  the  tackles  three  yards  diagonally 
and  the  ends  four  yards  diagonally.  The  line  has  now 
become  an  arc.  Suppose  now  that  all  turn  toward  a  man 
originally  standing  four  yards  in  front  of  center  and  now 
three  yards  in  front  of  him.  That  man,  representing  the 
offense,  is  now  in  the  center  of  the  chord  of  the  arc  with 
the  arc  in  front  of  him.  The  members  of  the  circle  are 
somewhat  less  than  two  arms^  length  apart  and  two  of 
them  can  reach  the  man  without  leaving  their  posi- 
tions if  he  tries  to  break  through.  The  theory  of 
this  system  is  to  tear  the  offense  into  fragments,  to 
meet  the  play  on  the  opponent's  side  of  the  line  and 
to  have  two  men  meet  the  runner  no  matter  which  way 
he  turns. 

The  Backs  are  a  valuable  feature  of  this  defense  and 
must  be  especially  wide-awake  and  keen  to  discover  the 
direction  of  the  attack  and  quick  to  plug  any  holes  which 
may  appear.    The  territory  to  be  covered  should  be  dis- 


98  AMEKICAlSr   FOOTBALL 

tributed  among  the  three;  let  one  back  watch  all  holes 
from  outside  of  left  end  to  left  guard,  another  all  holes 
from  outside  right  end  to  right  guard  and  the  third  from 
tackle  to  tackle.  This  arrangement  should  bring  two 
men  to  the  repulse  of  any  attack  on  the  tackle  positions. 
It  is,  of  course,  not  arbitrary.  A  weak  center  will  de- 
mand a  plan  whereby  two  backs  can  be  brought  in- 
stantly to  his  relief,  while  with  the  opponent  playing 
an  end  running  game  the  center  of  the  line  must  be 
guarded  less  carefully  than  the  wings. 

To  TEACH  this  or  any  other  system  of  defense  it 
should  first  be  diagramed  on  the  blackboard  and  each 
player's  duties  thoroughly  explained.  On  the  field  the 
men  should  be  made  to  walk  to  their  positions,  then  trot 
and  then  get  there  as  quickly  as  they  know  how.  The 
next  step  should  be  to  introduce  an  offense  which  at  first 
offers  no  resistance.  The  defense  forwards  should  learn 
to  get  by  their  opponents  on  the  inside  and  get  sharply  to 
their  positions.  I^ow  let  the  offense  make  resistance  and 
finally  execute  some  straight  plays.  By  this  time  the 
defense  should  be  in  good  enough  working  order  to  be 
used  in  a  regular  game  with  the  second  team. 

When  the  opponent  is  going  to  kick  from  any  point 
between  the  two  40-yard  lines  the  ends  should  take  posi- 
tions back  of  the  line  and  about  ^ve  yards  out  from 
tackle.  In  case  of  a  fake  kick  they  are  then  in  position 
to  get  back  and  tackle  an  end  runner,  and  if  the  kick  is 
really  made  they  can  readily  get  down  the  field  to  pro- 
tect the  back  making  the  catch.    On  a  kick  by  the  oppo- 


B  R  A  ^ 
OF  THE 

NIYER8ITY 


THE    TEAM  99 

nent  inside  his  own  40  yards  the  ends  should  join  the 
other  forwards  in  breaking  through  to  block  the  ball. 

Certain  plays  require  special  means  of  defense,  as, 
for  instance,  a  mass  formation  on  center.  In  this  case 
the  center  trio  should  meet  the  advance  with  heads  and 
shoulders  and  use  every  effort  to  push  the  apex  in,  thus 
smashing  the  play  and  forcing  the  runner  out.  The 
formation  once  broken,  the  center  trio  should  prevent 
farther  progress  through  their  positions  by  falling  flat 
and  leaving  the  runner  to  the  mercies  of  the  men  on 
the  wings  and  secondary  defense. 

To  stop  a  close  mass  play  it  is  necessary  to  meet  it 
hard  and  low  with  the  shoulders  and  then  drop  flat.  If 
you  drop  without  first  forcing  the  play  back  it  will  prob- 
ably pass  right  over  you.  These  tactics  will  not  answer 
with  a  loose  mass  play.  There  it  is  necessary  to  tear  the 
formation  apart  and  reach  the  runner.  There  is  no  use 
in  throwing  yourself  in  front  of  such  a  play. 

The  same  applies  to  the  old  revolving  wedge  and  all 
variations  of  it.  It  is  necessary  to  get  through  the  inter- 
ference and  reach  the  runner. 

There  is  one  rule  which  applies  to  the  stopping  of 
all  plays:  Watch  the  ball  and  reach  the  runner. 

Defense  according  to  Territory. — Once  inside 
its  own  20-yard  line  the  team  on  the  defensive  is  called 
upon  for  its  utmost  efforts.  Xo  matter  how  fiercely  and 
determinedly  it  has  been  playing  before,  now  is  the  time 
for  a  desperate  rally.  Football  history  shows  that  the 
last  few  yards  are  at  least  twice  as  hard  to  gain  as  any 


100  AMERICAN   FOOTBALL 

other  ten.  Every  effort  should  be  made  by  the  defense 
not  merely  to  stop  the  enemy's  advance,  but  to  wrest  the 
ball  away  from  him  on  every  play.  The  center  trio  and 
the  back  behind  them  should  play  for  the  ball.  The 
guards  should  take  turns  in  assisting  the  center  to  make 
holes  through  which  the  back  may  plunge  in  an  effort  to 
get  the  ball  if  possible,  and  if  not  to  break  up  the  oppo- 
nent's play.  Eemember  that  the  opponent  is  probably 
just  as  tired  as  you  are  and  more  nervous,  and  play  as 
though  fortune  were  on  your  side  and  you  knew  it. 

Watch  the  short  side  of  the  field  when  the  teams  are 
close  to  the  side  lines.  Try  to  force  the  runner  into 
touch  and  deprive  the  offense  of  its  first  down.  When 
forced  into  a  corner  of  your  territory  watch  the  long  side 
of  the  field  for  a  dash  around  that  end. 

If  forced  to  kick  from  behind  your  own  goal-line 
use  judgment.  If  the  forwards  are  through  and  on  to 
the  kicker  before  he  has  a  chance  to  get  the  ball  safely 
away  he  should  make  a  safety  rather  than  allow  the 
opponent  to  make  a  touch-down.  It  is  better  to  have 
two  points  scored  against  you  than  five  or  possibly  six. 

If  kept  on  the  defensive  most  of  the  time  kick  when- 
ever the  result  of  a  rush  is  at  all  doubtful. 


FOOTBALL   MAXIMS  101 


FOOTBALL   MAXIMS 

Line  up  quickly.     Trot  to  your  position,  don^t  crawl. 

When  you  tackle  throw  your  man  hard  and  always 
toward  his  goal. 

Don't  talk  to  your  opponent  during  play.  Keep 
your  breath  and  thought  for  your  work. 

Don't  "  slug."  It  isn't  good  football.  Keep  your 
head  and  your  temper. 

Don't  offer  excuses  when  criticized  by  the  coaches. 
Listen  to  what  you  are  told  and  play  accordingly. 

If  you  miss  a  tackle  don't  give  up  the  running.  Fol- 
low your  man  and  try  to  reach  him  again. 

Don't  wait  for  the  runner  to  come  up  to  you;  go 
down  for  the  runner. 

Get  into  every  tackle  in  your  neighborhood.  Don't 
let  go  until  the  whistle  blows. 

When  tackled  yourself  squeeze  the  ball  and  fall 
toward  the  opponent's  goal. 

Be  first  down  the  field  under  kicks. 

Don't  lose  your  nerve  no  matter  how  badly  things 
are  going ;  if  you  do  they'll  go  worse. 

Finally,  watch  the  ball,  play  hard  and  fast  and  grin 
whether  you  win  or  lose. 


102  AMEEICAN   FOOTBALL 


VOCABULARY  OF  FOOTBALL  WORDS   AND 
PHRASES 

Back   Field. — The   players  behind   the  rush-line;  the  immediate 

territory  occupied  by  them. 
Backs. — All  players  behind  the  rush-line. 
Blocking. — Obstructing  the  opponent  with  the  body. 
Blocking  Off. — Protecting  a  runner  from  attack  by  interposing 

the  body. 
Body  Checking. — A  form  of  Mocking  designed  to  check  the  oppo- 
nent temporarily  rather  than  to  put  him  finally  out  of  the 
play. 
Break  Through. — To  penetrate  the  opponent's  line. 
Bring  In. — To  return  the  ball  from  "  touch." 
Center. — The  snapper-back  or  middle  man  of  the  rush-line;  also 

the  spot  in  the  field  from  which  the  kick-off  is  made. 
Center    Section. — That   portion   of  the   field   between   the   two 

25-yard  lines  which  is  marked  longitudinally. 
Center  Trio. — The  center  and  the  two  guards. 
Charge. — To  rush  forward. 
Cock. — To  point  or  cant  the  ball. 

Corkscrew. — A  kind  of  kick  by  which  the  ball  is  made  to  re- 
volve with  a  swaying  motion  on   its   short  axis  during  its 
flight. 
Cross-Bar. — The  horizontal  bar  connecting  the  two  uprights  of 

the  goal. 
Dash. — A  short,  fast  run;  spirited  play. 

Dead. — Out  of  play  as  refers  to  the  ball.  The  ball  is  said  to 
be  dead  when  an  official  blows  his  whistle;  when  a  goal 
has  been  tried  for;  when  a  touch-down,  touch-back  or  safety 
has  been  made;  when  a  fair  catch  has  been  made  or  when  the 
ball  goes  out  of  bounds  after  a  kick  before  touching  a  player 
who  is  on-side. 


VOCABULARY  OF  FOOTBALL  WOEDS    103 

Defense. — The  science  of  defending  against  the  attack  of  the 
opponents.  A  team  is  said  to  be  on  the  defense  when  the 
opponents  have  the  ball.  A  method  of  play  designed  to  resist 
attack. 

Down. — The  ball  is  down  when  the  player  having  it  is  unable 
to  advance  it  farther,  and  the  referee  declares  it  "  down." 

Drop-Kick. — A  kick  made  by  dropping  the  ball  from  the  hands 
and  kicking  it  the  instant  it  rebounds  from  the  ground. 

End  Rusher,  End. — The  last  man  on  either  end  of  the  rush- 
line. 

Fair  Catch. — A  catch  of  an  opponent's  kick  or  of  a  punt-out 
in  which  the  catcher  signifies  his  intention  not  to  run  with 
the  ball. 

Fake. — A  trick  play  in  which  an  attempt  is  made  to  advance  the 
ball  in  another  way  from  that  for  which  preparations  are 
seemingly  made.  A  Fake  Kick  is  a  run  made  from  a  forma- 
tion intended  to  make  the  opponents  believe  a  kick  is  in- 
tended. 

Fall  on  the  Ball. — To  secure  the  ball  by  dropping  on  it  with 
the  body. 

Field  Kick. — A  try-at-goal  from  a  drop-kick  or  from  placement. 

Fifty-five- Yard  Line. — The  seventh  transverse  line  from  each 
goal-line,  marking  the  center  of  the  field  longitudinally. 
The  line  from  which  the  ball  is  kicked  off. 

First  Down,  Second  Down,  Third  Down,  Fourth  Down:  See 
Down. — Terms  indicating  the  number  of  the  attempt  to  ad- 
vance the  ball.  If  after  three  successive  attempts  the  ball 
has  not  been  advanced  five  yards,  the  fourth  down  is  reached 
and  the  ball  is  forfeit  to  the  opponent. 

First  Half. — The  first  period  of  play. 

Forward  Pass. — An  unlawful  advance  of  the  ball  made  when  a 
player  passes  the  ball  to  another  player  of  his  side  between 
him  and  the  opponent's  goal. 

Forwards. — Players  in  the  rush-line. 

Foul. — Any  violation  of  a  rule. 

Free  Kick.^-A  kick  in  which  the  opponent  is  prohibited  from 
interfering. 


1Q4  AMERICAN   FOOTBALL 

Full-Back. — The  fourth  member  of  the  back  field. 

Fumble. — To  drop  the  ball  when  it  is  in  play. 

Get  Down,  Get  Down  the  Field. — To  go  forward  toward  the 
opponent's  goal,  especially  under  a  kick. 

Get  Through. — To  break  through  the  opponent's  line  in  the 
scrimmage. 

Goal. — The  uprights  and  cross-bar  in  the  middle  of  the  goal- 
line;  the  result  of  kicking  the  ball  over  the  cross-bar;  the 
territory  back  of  the  goal-line. 

Goal-Line. — The  line  marking  either  end  of  the  field  and  upon 
which  the  goal-posts  are  erected. 

Gridiron. — The  field  of  play;  a  term  which  partly  lost  its  sig- 
nificance with  the  advent  of  longitudinal  lines. 

Ground  Gainer. — Applied  to  a  player  who,  or  a  play  which,  ad- 
vances the  ball. 

Guard. — The  player  on  either  side  of  the  center. 

Half-Back,  Half. — A  member  of  the  back  field  generally  used 
to  advance  the  ball  by  runs.  There  are  two  half-backs,  desig- 
nated as  Right  Half  and  Left  Half. 

Heel. — To  mark  a  fair  catch  by  digging  the  heel  into  the  ground. 

Held. — Applied  to  a  player  or  a  team  when  its  progress  is 
stopped. 

Holding. — Unfair  use  of  the  hands  in  the  rush-line. 

In  Goal. — Back  of  the  goal-line. 

In  Play. — The  ball  is  said  to  be  in  play  when  it  may  be  lawfully 
advanced  by  the  side  in  possession;  opposed  to  out  of  play 
and  dead. 

Interference. — The  warding  off  of  an  opponent  from  the  runner 
by  interposing  the  body  between  them;  the  assistance  given 
to  the  runner  by  players  of  his  side. 

Intermission. — A  period  of  ten  minutes  for  rest  dividing  the 
playing  time. 

In  Touch.— Out  of  bounds. 

Kick-Off. — The  place-kick  from  the  center  of  the  field  which  be- 
gins the  play  at  the  commencement  of  each  half  and  after 
each  touch-down. 

Kick-Out. — A  kick  made  by  a  player  of  the  side  which  has  made 
a  touch-down. 


VOCABULAEY  OF  FOOTBALL  WORDS  105 

Lacing. — The  leathvir  string  which  fastens  the  cover  of  the  ball. 

Leather. — A  term  for  the  ball. 

Line. — The  rush-line;  any  one  of  the  lines  dividing  the  field 
transversely  or  longitudinally  at  5-yard  periods. 

Line  Breaking. — Advancing  the  ball  through  the  opponent's 
line. 

Line  Bucking. — Advancing  against  the  opponent's  line  with  the 
ball. 

Line  Men. — The  forwards  or  rushers. 

Linesman. — An  official  who  marks  the  distance  gained  or  lost. 

Line  Up. — The  taking  of  position  by  each  team  before  a  play; 
a  list  of  the  players  and  their  positions. 

Miss. — To  fail  to  make  a  catch  or  secure  a  runner  by  tackling. 

Offense. — The  science  of  attacking  the  opponent  in  order  to 
advance  the  ball.  A  team  is  said  to  be  on  the  offense  when 
in  possession  of  the  ball.  A  method  of  play  designed  to 
advance  the  ball. 

Off-Side. — In  advance  of  the  ball ;  i.  e.,  between  the  ball  and 
the  opponent's  goal-line. 

On-Side. — Behind  the  ball ;  opposed  to  off-side. 

Out  of  Bounds. — The  ball  is  out  of  bounds  when  it  touches  the 
ground  on  or  outside  the  side  line  or  side  line  extended, 
or  when  any  part  of  the  player  holding  it  touches  such 
ground. 

Pass. — To  throw  or  hand  the  ball,  specifically  from  the  quarter- 
back to  the  runner. 

Penalty. — A  punishment  for  transgression  of  the  rules  infiicted 
by  the  referee  or  umpire  usually  involving  the  loss  of  terri- 
tory or  of  the  ball  or  both. 

Pigskin. — The  ball. 

Piling  Up. — Falling  upon  the  runner  after  the  referee  has  blown 
his  w^histle,  which  constitutes  a  foul. 

Place-Kick. — A  kick  made  by  kicking  the  ball  while  it  is  on  the 
ground,  as  at  the  beginning  of  a  period  or  for  a  try-at-goal 
from  the  field. 

Play. — An  operation  for  the  purpose  of  advancing  the  ball  or 
of  preventing  its  advance. 


106  america:n^  football 

Points. — The  numerical  value  of  scoring  plays  as  expressed  in 
the  score. 

Punt. — A  kick  made  by  dropping  the  ball  from  the  hands  and 
kicking  it  before  it  touches  the  ground. 

Punt-Out. — A  kick  from  behind  the  goal-line  to  a  player  of  the 
same  side. 

Quarter-Back,  Quarter. — The  first  member  of  the  back  field, 
whose  duty  it  is  to  take  the  ball  from  the  center. 

Keferee. — The  official  whose  duty  it  is  to  judge  of  the  progress 
of  the  ball. 

Run. — An  advance  by  a  player  carrying  the  ball. 

Runner. — The  player  who  has  the  ball  during  an  attack. 

Rushers. — The  forwards. 

Rush-Line. — The  forward  line  composed  of  the  center,  guards, 
tackles  and  ends. 

Safety. — A  play  scoring  two  points  for  the  opponents.  It  is 
made  when  a  player  touches  the  ball  down  behind  his  goal- 
line,  thus  relieving  the  pressure  of  the  attack  and  acquiring 
the  right  to  take  the  ball  out  for  a  kick. 

Score. — To  make  points  against  the  opponent;   the  tally. 

Scrimmage. — A  scrimmage  occurs  when  the  teams  line  up  and 
the  ball  is  put  in  play  by  the  center  rush. 

Second  Half. — The  last  period  of  play. 

Series. — A  number  of  plays  which  succeed  each  other  according 
to  predetermined  order,  usually  without  signals  being  called 
after  the  beginning. 

Side  Line. — The  line  marking  either  side  of  the  field. 

Signal. — A  message  conveyed  by  voice  or  motions  indicating 
what  the  next  play  is  to  be;  signals  are  usually  given  to 
the  team  by  the  quarter-back. 

Slugging. — Specifically  striking  with  the  clenched  fist;  any  in- 
tentionally rough  playing. 

Snap-Back. — The  act  of  sending  the  ball  back  to  the  quarter- 
back by  the  center  rush. 

Snapper-Back. — The  center  rush. 

Tackle. — The  player  occupying  the  position  in  the  rush-line  be- 
tween guard  and  end;  to  seize  a  runner. 


VOCABULARY  OF  FOOTBALL  WORDS    107 

Tackle  Back. — A  play  in  which  the  tackle  is  drawn  back  of  the 

line. 
Tandem — An  attacking  formation  wherein  the  runner  is  followed 

or  preceded  by  one  or  more  interferers  in  direct  line  of  his 

body;  a  play  from  the  above  formation. 
Team-Play. — Systematic  cooperation  of  all   players,   as   opposed 

to  individual  play. 
Time. — A  call  by  the  referee  stopping  the  game. 
Time  Out. — Time  taken  out  at  direction  of  the  referee  during 

which  the  ball  is  not  in  play. 
Touch-Back. — A  non-scoring  play  made  when  a  player  touches 

the  ball  down  behind  his  own  goal-line,  the  impetus  which 

carried  the  ball  across  having  been  given  by  an  opponent. 
ToucH-DowN. — A  scoring  play  made  by  touching  the  ball  down 

behind   the   opponent's    goal-line.      A   touch-down   gives    five 

points  to  the  team  making  it. 
Touch  in  Goal. — Out  of  bounds  and  past  the  goal-line. 
Trick. — A  play  designed  to  deceive  the  opponent. 
Tripping. — Tackling  a  runner  below  the  knees. 
Try-at-Goal. — An   attempt   to   kick   the  ball  over  the   cross-bar 

of  the  opponent's  goal. 
Twenty-five- Yard    Line. — The    fifth    transverse    line    from    the 

goal-line. 
Twister. — Same  as  Corkscrew. 
Umpire. — The  official  whose  duty  it  is  to  judge  of  the  conduct 

of  the  players. 
Wedge. — A  form  of  grouping  for  interference  for  the  runner. 


108       AMEKICAN  FOOTBALL 


FOOTBALL  KECOKDS 

Games  of  1903 
EAST 

Princeton  heat  Swarthmore  34-0;  Georgetown  5-0;  Gettys- 
burg 68-0;  Brown  29-0;  Lehigh  12-0;  Carlisle  11-0;  Bucknell 
17-0;  Dartmouth  17-0;  Cornell  44-0;  Lafayette  11-0;  Yale  11-6. 

Yale  heat  Wesleyan  33-0;  Holy  Cross  36-10;  Penn  State 
27-0;  West  Point  17-5;  Columbia  25-0;  Syracuse  30-0;  Harvard 
16-0;  lost  to  Princeton  6-11. 

Harvard  heat  Williams  17-0;  Maine  6-0;  Wesleyan  17-6; 
West  Point  5-0;  Brown  29-0;  Carlisle  12-11;  Pennsylvania 
17-10;   lost  to  Amherst  0-5;  Dartmouth  0-11;  Yale  0-16. 

Pennsylvania  heat  Lehigh  16-0;  Penn  State  39-0;  Brown 
30-0;  Bucknell  47-6;  Cornell  42-0;  lost  to  Columbia  6-18;  Har- 
vard 10-17;  Carlisle  6-16. 

Columbia  heat  Wesleyan  10-0;  Williams  5-0;  Swarthmore 
5-0;  Amherst  12-0;  Pennsylvania  18-6;  Cornell  17-12;  lost  to 
Yale  0-25. 

Cornell  heat  Hobart  12-0;  Rochester  11-0;  Colgate  12-0; 
Bucknell  6-0;  tied  Lehigh  0-0;  lost  to  Princeton  0-44;  Columbia 
12-17;  Pennsylvania  0-42. 

Dartmouth  heat  Holy  Cross  18-0;  Vermont  36-0;  Union 
34-0;  Williams  17-0;  Wesleyan  34-6;  Amherst  18-0;  Harvard 
11-0;  Brown  62-0. 

Carlisle  heat  Gettysburg  46-0;  Swarthmore  12-5;  Bucknell 
12-0;  Georgetown  28-6;  Pennsylvania  16-6;  Northwestern  28-0; 
tied  Virginia  6-6;  lost  to  Princeton  0-11;  Harvard  11-12. 

West  Point  heat  Dickinson  12-0;  Chicago  10-6;  Annapolis 
40-5;  tied  Colgate  0-0;  lost  to  Harvard  0-5;  Yale  5-17. 

Annapolis  heat  Virginia  6-5;  Dickinson  5-0;  lost  to  Lafay- 
ette 5-6;  Penn  State  0-17;  Bucknell  5-23;  Virginia  M.  L,  0-11; 
West  Point  5-40. 


FOOTBALL   KECOKDS  109 

Lafayette  heat  Gettysburg  11-0;  Annapolis  6-5;  New  York 
8-6;  lost  to  Princeton  0-11;  Lehigh  6-12;  Dickinson  0-30. 

Brown  heat  Colby  23-0;  Wesleyan  11-0;  Williams  22-0; 
Vermont  24-0;  Syracuse  12-5;  lost  to  Princeton  0-29;  Pennsyl- 
vania 0-36;  Harvard  0-29;  Dartmouth  0-62. 

Amherst  heat  Colby  23-0;  Harvard  5-0;  Union  16-0;  lost  to 
Columbia  0-12;   Holy  Cross  0-36;  Dartmouth  0-18. 

Lehigh  heat  Dickinson  17-0;  Lafayette  12-6;  Georgetown 
12-6;  tied  Cornell  0-0;  lost  to  Princeton  0-12. 

Rochester  heat  Buffalo  47-0;  Union  17-6;  Hobart  16-5. 
Hamilton  heat  Hobart  16-0;  lost  to  Colgate  5-23.  Colgate  heat 
Syracuse  10-5;  Hamilton  16-0;  Rochester  23-5;  lost  to  Williams 
0-6;  Cornell  0-12.  Wesleyan  tied  Williams  5-5;  lost  to  Dart- 
mouth 6-34.  Maine  heat  Colby  6-5;  New  Hampshire  27-0;  Bow- 
doin  16-0;  lost  to  Holy  Cross  0-5.  Holy  Cross  lost  to  Dart- 
mouth 0-18.  Dickinson  heat  Penn  State  6-0;  Baltimore  Medical 
12-0;  Lafayette  30-0;  lost  to  West  Point  0-12;  Annapolis  0-5; 
Lehigh  0-17.  Penn  State  heat  Washington  and  Jefferson  23-0; 
lost  to  Dickinson  0-6. 

WEST 

Michigan  heat  Drake  47-0;  Case  31-0;  Bcloit  79-0;  Indiana 
51-0;  Ohio  State  36-0;  Wisconsin  16-0;  Oberlin  42-0;  Chicago 
28-0 ;  tied  Minnesota  6-6. 

Minnesota  heat  Iowa  75-0;  Beloit  46-0;  Grinnell  40-0;  Illi- 
nois 32-0;  Wisconsin  17-0;  tied  Michigan  6-6. 

Chicago  heat  Illinois  18-6;  Indiana  34-0;  Purdue  22-0;  Wis- 
consin 15-6;  Haskell  Indians  17-11;  tied  Northwestern  0-0;  lost 
to  Michigan  0-28. 

Wisconsin  heat  Beloit  87-0;  Knox  54-6;  Oshkosh  53-0;  tied 
Northwestern  6-6;  lost  to  Michigan  0-16;  Minnesota  0-17;  Chi- 
cago 6-15. 

Notre  Dame  heat  De  Pauw  56-0;  tied  Northwestern  0-0. 
Northwestern  heat  Cincinnati  35-0;  Illinois  12-11.  Illinois 
heat  Knox  17-0;  Purdue  24-0.  Purdue  heat  Beloit  17-0.  Iowa 
heat  Illinois  12-0;  Drake  22-0;  Washington  (St.  Louis)  12-2; 
Missouri  6-0;  Grinnell  17-0.    Nebraska  heat  Iowa  17-6;  Haskell 


no  AMERICAN    FOOTBALL 

Indians  5-0;  Denver  10-0;  South  Dakota  23-0;  Colorado  31-0; 
Knox  33-5;  Kansas  6-0;  Illinois  16-0.  Washburn  heat  Kansas 
5-0.  Kansas  heat  Missouri  5-0.  Washington  heat  Cincinnati 
23-11;  tied  Missouri  0-0.  Haskell  Indians  heat  Kansas  12-6; 
Missouri  12-0.  Indiana  heat  Ohio  17-16.  Ohio  heat  Oberlin 
27-9;  Kenyon  59-0.  Kenyon  heat  Cinicinnati  18-0.  Oberlin 
heat  Western  Reserve  63-0.  Purdue  heat  Oberlin  18-2.  Drake 
beat  Grinnell  32-0. 

PACIFIC    COAST 

California  tied  Leland  Stanford  6-6.  Washington  heat  Ore- 
gon 6-5;  Nevada  2-0;  Idaho  5-0. 

SOUTH 

Vanderbilt  heat  Mississippi  35-0;  Georgia  35-0;  Sewanee 
10-5.  Clemson  heat  Georgia  Technical  73-0;  tied  Cumberland 
11-11.  Alabama  heat  Tennessee  24-0.  Tennessee  heat  Nash- 
ville 10-0;  Georgia  Technical  10-0.  Auburn  heat  Georgia  Tech- 
nical 10-0. 

Sewanee  heat  Tennessee  17-0.  Kentucky  heat  Miami  47-0. 
Mississippi  heat  Louisiana  11-0.  Tulane  heat  Richmond  18-5. 
Texas  heat  A.  &  M.  Texas  29-6.  Georgia  heat  Georgia  Technical 
33-0;  Tennessee  5-0;  Auburn  22-13.  South  Carolina  heat 
Georgia  17-0;  Georgia  Technical  16-0;  lost  to  North  Carolina 
0-17.  Virginia  heat  Kentucky  6-0;  St.  John's  48-6;  tied  Car- 
lisle 6-6.  North  Carolina  heat  South  Carolina  17-0;  Virginia 
Military  Institute  28-6;  Clemson  11-6;  Virginia  16-0;  lost  to 
Virginia  Polytechnical  0-21.  Virginia  Polytechnical  heat 
North  Carolina  21-0.  Georgetown  heat  North  Carolina  33-0; 
lost  to  Carlisle  6-28. 

PREPARATORY  SCHOOLS 

Dean  heat  Groton  11-0.  Worcester  heat  St.  Mark's  17-0. 
St.  Paul  heat  Lawrenceville  6-0.  Andover  heat  New  Hamp- 
shire 27-0;  Williston  24-0;  Tufts  15-15;  Harvard  Freshmen 
43-0;  Yale  Freshmen  23-0;  Lawrenceville  23-0;  lost  to  Exeter 
11-14.     Exetee  heat  Bowdoin  18-0;  Andover  14-11. 


FOOTBALL  KECORDS 


111 


RANKING  OF  PRINCIPAL   COLLEGE   ELEVENS   FOR   1903 
( Caspar  Whitney  in  Outing^ 


1  Princeton 

12  Dickinson 

23  Exeter 

2  Dartmouth 

13  Penn  State 

24  Andover 

3  Yale 

14  Lafayette 

25  Northwestern 

4  Minnesota 

15  Wisconsin 

26  Iowa 

5  Michigan 

16  Annapolis 

27  Notre  Dame 

6  Harvard 

17  Haskell 

28  Vanderbilt 

7  Carlisle 

18  Cornell 

29  Missouri 

8  West  Point 

19  Amherst 

30  Texas 

9  Columbia 

20  Brown 

31  Colorado 

0  Pennsylvania 

21  Wesleyan 

1  Lehigh 

22  Kansas 

ALL- AMERICA   ELEVEN    FOR    1903 
{Caspar  Whitney  in  Outing) 

Mitchell    (Yale)    full-back 

Kafer    (Princeton)    and   Heston    (Michigan)    half-backs 

Witham   (Dartmouth)   quarter  and  captain 

Rafferty    (Yale)    and  Henry    (Princeton)    ends 

Schacht    (Minnesota)    and  Knowlton    (Harvard)    tackles 

De  Witt  (Princeton)  and  Bloomer  (Yale)  guards 

Hooper  (Dartmouth)  center 


Substitutes 

Prince  (West  Point)  full-back 

Farnsworth    (West  Point)    and  Vaughan    (Dartmouth) 

half-backs 

Johnson  (Carlisle)  quarter 

Shevlin    (Yale)   and  Bowditch   (Harvard)   ends 

Turner    (Dartmouth)    and  Maddock    (Michigan)    tackles 

A.  Marshall    (Harvard)    and  Oilman    (Dartmouth)   guards 

Short  (Princeton)  center 


112  AMEKICAN   FOOTBALL 


CHAMPIONSHIP    GAMES    FROM    1876    TO    DATE 

HARVARD — YALE 

1876 — Yale,  1  goal;  Harvard,  2  touch-downs. 

1877— No  game. 

1878 — Yale,  1  goal;  Harvard,  0. 

1879 — Yale,  2  safeties;  Harvard,  4  safeties.     (Tie  game.) 

1880 — Yale,  1  goal,  1  touchdown;  Harvard,  0. 

1881 — Yale,  0  safeties;  Harvard,  4  safeties. 

1882 — Yale,  1  goal,  3  touch-downs;  Harvard,  2  safeties. 

1883 — Yale,  4  goals;  Harvard,  1  touch-down,  1  safety. 

1884 — Yale,  6  goals,  4  touch-downs;  Harvard,  0. 

1885— No  game. 

1886 — Yale,  5  goals;  Harvard,  1  touch-down. 

1887 — Yale,  3  goals,  1  safety;  Harvard,  1  goal. 

1888— No  game. 

1889— Yale,  1  goal;  Harvard,  0. 

1890 — Harvard,  2  goals;  Yale,  1  goal. 

1891 — Yale,  1  goal,  1  touch-down;  Harvard,  0. 

1892— Yale,  1  goal;  Harvard,  0. 

1893— Yale,  1  goal;   Harvard,  0. 

1894— Yale,  12;  Harvard,  4. 

1895 — No  game. 

1896— No  game. 

1897— Yale,  0;  Harvard,  0. 

1898— Harvard,  17;  Yale,  0. 

1899— Yale,  0;  Harvard,  0. 

1900— Yale,  0;  Harvard,  0. 

1901— Harvard,  22;  Yale,  0. 

1902— Yale,  23 ;  Harvard,  0. 

1903— Yale,  16;  Harvard,  0. 

PRINCETON — YALE 

1876 — Yale,  2  goals;  Princeton,  0. 

1877 — Yale^  2  tpucb-downs;  Princeton,  0. 


FOOTBALL   EECORDS  113 

1878 — Princeton,  1  goal;  Yale,  0. 

1879 — Yale,  2  safeties;   Princeton,  5  safeties. 

1880 — Yale,  5  safeties;  Princeton,  11  safeties. 

1881— Yale,  0;  Princeton,  0. 

1882 — Yale,  2  goals,  1  safety;  Princeton,  1  goal,  1  safety. 

1883 — ^Yale,  1  goal;  Princeton,  0. 

*1884 — Yale,  1  goal;  Princeton,  1  touch-down. 

1885 — Princeton,  1  goal  from  touch-down;  Yale,  1  goal  from  field. 

*  1886— Yale,  1  touch-down;  Princeton,  0. 

1887— Yale,  2  goals;  Princeton,  0. 

1888 — Yale,  2  goals;  Princeton,  0. 

1889 — Princeton,  1  goal,  1  touch-down;  Yale,  0. 

1890— Yale,  32  points;  Princeton,  0. 

1891 — Yale,  2  goals,  2  touch-downs;  Princeton,  0. 

1892— Yale,  2  goals;  Princeton,  0. 

1893— Princeton,  1  goal;  Yale,  0. 

1894— Yale,  24;  Princeton,  0. 

1895— Yale,  20;  Princeton,  10. 

1896— Princeton,  24;  Yale,  6. 

1897— Yale,  6;   Princeton,  0. 

1898— Princeton,  6;  Yale,  0. 

1899— Princeton,  11;  Yale,  10. 

1900— Yale,  29;  Princeton,  5. 

1901— Yale,  12;  Princeton,  0. 

1902 — Yale,  12;  Princeton,  5. 

1903 — Princeton,  1 1 ;  Yale,  6. 

HARVARD — PENNSYLVANIA 

1883 — Harvard,  4;  Pennsylvania,  0. 
1884 — Pennsylvania,  4;  Harvard,  0. 
1885 — No  game. 

1886 — Harvard,  28;  Pennsylvania,  0. 
1887 — Harvard,  42;  Pennsylvania,  0. 
1888— Harvard,  28;  Pennsylvania,  0. 
1889— Harvard,  39;  Pennsylvania,  0. 
1893 — ^Harvard,  26;  Pennsylvania,  4. 

*  Qame  unfinished. 


114  AMERICAK   FOOTBALL 

1894 — Pennsylvania,  18;  Harvard,  4. 
1895 — Pennsylvania,  17;  Harvard,  14. 
1896 — Pennsylvania,  8;  Harvard,  6. 
1897 — Pennsylvania,  15;  Harvard,  6. 
1898 — Harvard,  10;  Pennsylvania,  0. 
1899 — Harvard,  16;  Pennsylvania,  0. 
1900 — Harvard,  17;  Pennsylvania,  5. 
1901— Harvard,  33;  Pennsylvania,  6. 
1902 — Harvard,  11;  Pennsylvania,  0. 
1903 — Harvard,  17;  Pennsylvania,  0. 

WEST  POINT — ANNAPOLIS 

1890 — Annapolis,  24;   West  Point,  0. 
1891— West  Point,  32;   Annapolis,  16. 
1892 — Annapolis,  12;  West  Point,  4. 
1893— Annapolis,  0;   West  Point,  4. 
1894-^1898,  inclusive,  no  game. 
1899 — West  Point,  17;  Annapolis,  5. 
1900 — Annapolis,  11;  West  Point,  7. 
1901 — West  Point,  11;  Annapolis  5. 
1902 — West  Point,  22;  Annapolis,  5. 
1903 — West  Point,  40;  Annapolis,  5. 


ADDITIONAL  RECORDS 


FOOTBALL  RULES         117 


FOOTBALL  RULES 

(By  permission  of  the  American  Sports  Publisliing  Company,  owner  of  the  copyright) 

EQUIPMENT,    OFFICIALS,    ETC. 
Rule  1 

(a)  The  game  shall  be  played  upon  a  rectangular  field,  330 
feet  in  length  and  160  feet  in  width,  enclosed  by  heavy  white 
lines  marked  in  lime  upon  the  ground.  The  lines  at  the  two 
ends  shall  be  termed  goal-lines.  The  side  lines  shall  extend  be- 
yond their  points  of  intersection  with  the  goal-line.  The  goal 
shall  be  placed  in  the  middle  of  each  goal-line,  and  shall  consist 
of  two  upright  posts  exceeding  20  feet  in  height  and  placed  18 
feet  6  inches  apart,  with  horizontal  cross-bar  10  feet  from  the 
ground. 

(6)  The  game  shall  be  played  by  two  teams  of  eleven  men 
each. 

(c)  The  officials  of  the  game  shall  be  a  referee,  an  umpire  and 
a  linesman. 

NOTE — The  duties  of  each  official  are  stated  in  Rule  29. 

(d)  The  football  used  shall  be  of  leather,  enclosing  an  in- 
flated rubber  bladder.  The  ball  shall  have  the  shape  of  a  prolate 
spheroid. 

NOTE — It  is  desirahle  to  have  two  stop-watches  and  two 
whistles  for  the  officials.  It  is  also  desirahle  to  have  the  field 
marked  off  with  white  lines  every  five  yards,  parallel  to  the 
goal-line,  for  measuring  the  five  yards  to  he  gained  in  three 
doicns,  and  to  provide  two  light  poles  about  six  feet  in  length 
and  connected  at  the  lower  ends  by  a  stout  cord  or  chain  exactly 
five  yards  long.  In  addition  to  this  the  middle  section  of  the 
field,  that  is,  the  ground  between  the  two  twenty-five-yard  lines, 
should  be  marked  off  with  white  lines  five  yards  apart,  parallel 
to  side  lines,  in  order  to  assist  the  officials  in  judging  whether 


118  AMEKICAN   FOOTBALL 

the  first  man  who  receives  the  hall  crosses  the  scrimmage  line  a 
sufficient  distance  from  where  the  hall  ivas  put  in  play. 

In  measuring,  the  forward  point  of  the  hall,  not  its  center, 
shall  he  taken  as  the  determining  point. 

DEFINITION    OF    TERMS 

Rule  2 
methods  of  kicking  the  ball 

(a)  A  Drop-kick  is  made  by  letting  the  ball  drop  from  the 
hands  and  kicking  it  the  instant  it  rises  from  the  ground. 

(6)  A  Place-kick  is  made  by  kicking  the  ball  after  it  has 
been  placed  on  the  ground. 

(c)  A  Punt  is  made  by  letting  the  ball  drop  from  the  hands 
and  kicking  it  before  it  touches  the  ground. 

(d)  A  Kick-off  is  a  place-kick  from  the  center  of  the  field  of 
play,  and  can  not  score  a  goal.      (Rule  8.) 

(e)  A  Kick-out  is  a  drop-kick,  place-kick  or  punt  made  by  a 
player  of  the  side  which  has  made  a  safety  or  a  touch-back. 

if)  A  Free  Kick  is  a  term  used  to  designate  any  kick  when  the 
opponents  are  restrained  by  rule  from  advancing  beyond  a  certain 
point  before  the  ball  is  put  in  play. 

NOTE — Under  a  Free  Kick  are  included  Kick-Off  {Rule  2,  d) , 
Kick-Out  {Rule  2,  e) ,  Punt-Out  {Rules  5  and  25);  Kick  from 
a  Fair  Catch  {Rule  7),  and  Place-Kick  for  Goal  after  a  touch- 
down {Rules  Jf  (a)  and  25).  Any  player  of  the  side  having  the 
Free  Kick  may  put  the  hall  in  play. 

Rule  3 
out  of  bounds 

(a)  The  ball  is  Out  of  Bounds  when  it  touches  the  ground  on 
or  outside  the  side  line  or  side  line  extended,  or  when  any  part 
of  the  player  who  holds  the  ball  touches  the  ground  on  or  out- 
side the  side  line  or  side  line  extended. 

(6)  If  the  ball  is  kicked  so  that  it  goes  out  of  bounds  before 
crossing  the  opponents'  goal-line,  it  shall  belong  to  the  opponents 


FOOTBALL   RULES  119 

at  the  point  where  it  crossed  the  side  line.  If,  however,  it  strikes 
any  player  who  is  on  side  and  then  goes  out  of  bounds,  it  shall 
belong  to  the  player  who  first  obtains  possession  of  it. 


Rule  4 
touch-down,  touch-back  and  safety 

(a)  A  Touch-down  is  made  when  the  ball  in  possession  of  a 
player  is  declared  dead  by  the  Referee,  any  part  of  it  being  on, 
over  or  behind  the  opponents'  goal-line. 

(&)The  point  where  the  touch-down  is  marked,  however,  is  not 
where  the  ball  is  carried  across  the  line  but  where  the  ball  is 
fairly  held  or  called  "  down." 

NOTE — If  the  hall  is  carried  across  the  extension  of  the  side 
line  it  is  at  once  dead,  and  the  touch-down  is  marked  at  the  point 
where  the  side-line  crosses  the  goal-line. 

(c)  A  Touch-hack  is  made  when  the  ball  in  possession  of  a 
player  guarding  his  own  goal  is  declared  dead  by  the  referee,  any 
part  of  it  being  on,  over  or  behind  the  goal-line,  provided  the 
impetus  which  sent  it  to  or  across  the  line  was  given  by  an  oppo- 
nent. 

{d)  A  Safety  is  made  when  the  ball  in  the  possession  of  a 
player  guarding  his  own  goal  is  declared  dead  by  the  referee,  any 
part  of  it  being  on,  over  or  behind  the  goal-line,  provided  the 
impetus  which  caused  it  to  pass  from  outside  the  goal  to  or 
behind  the  goal-line  was  given  by  the  side  defending  the  goal. 
Such  impetus  could  come :  ( 1 )  from  a  kick,  pass,  snap-back  or 
fumble;  ("2)  from  a  kick  which  bounded  back  from  an  opponent; 
(3)  in  case  a  player  carrying  the  ball  is  forced  back,  provided  the 
ball  was  not  declared  dead  by  the  referee  before  the  line  was 
reached  or  crossed. 

A  safety  is  also  made  when  a  player  of  the  side  in  possession 
of  the  ball  commits  a  foul  which  would  give  the  ball  to  the 
opponents  behind  the  offender's  goal-line;  also  when  the  ball, 
kicked  by  a  man  behind  his  goal-line,  crosses  the  side  line  ex- 
tended behind  the  goal-line. 
9 


120  AMEKICAN   FOOTBALL 

Rule  5 

PUNT-OUT 

A  Punt-out  is  a  punt  made  by  a  player  of  the  side  which  has 
made  a  touch-down  to  another  of  his  own  side  for  a  fair  catch. 
(Rule  7.) 

Rule  6 

scrimmage 

(a)  A  Scrimmage  takes  place  when  the  holder  of  the  ball 
places  it  upon  the  ground  and  puts  it  in  play  by  kicking  it  for- 
ward or  snapping  it  back.  The  scrimmage  does  not  end  until  the 
ball  is  again  declared  dead. 

The  ball  is  always  put  in  play  from  a  scrimmage,  except  in 
eases  where  other  specific  provision  is  made  by  the  rules. 

NOTE — Snapping  the  hall  means  putting  it  tack  by  means  of 
hand  or  foot  with  one  quick  or  continuous  motion  from  its  posi- 
tion on  the  ground. 

(&)  If,  after  the  snapper-back  has  taken  his  position,  he 
should  voluntarily  move  the  ball  as  if  to  snap  it,  whether  he 
withholds  it  altogether  or  only  momentarily,  the  ball  is  in  play, 
and  the  scrimmage  has  begun. 

(c)  When  snapping  the  ball  back,  the  player  so  doing  must 
be  on  side,  the  hand  or  foot  used  in  snapping  the  ball  excepted. 
(Rule  10.) 

Rule  7 

fair  catch 

{a)  A  Fair  Catch  consists  in  catching  the  ball  after  it  has 
been  kicked  by  one  of  the  opponents  and  before  it  touches  the 
ground,  or  in  similarly  catching  a  punt-out  by  another  of  the 
catcher's  o^vn  side,  provided  the  player,  while  making  the  catch, 
makes  a  mark  with  his  heel  and  takes  not  more  than  one  step 
thereafter.  It  is  not  a  fair  catch  if  the  ball  after  the  kick  was 
touched  by  another  of  his  side  before  the  catch.  Opponents  who 
are  off-side  shall  not  interfere  in  any  way  with  a  player  who  has 


FOOTBALL   EULES  121 

an  opportunity  to  make  a  fair  catch,  nor  shall  he  be  thrown  to 
the  ground  after  such  catch  is  made  unless  he  has  advanced  be- 
yond his  mark. 

(6)  If  a  side  obtains  a  fair  catch,  the  ball  must  be  put  in 
play  by  a  punt,  drop-kick  or  place-kick,  and  the  opponents  can  not 
come  within  ten  yards  of  the  line  on  which  the  fair  catch  was 
made;  the  ball  must  be  kicked  from  some  point  directly  behind 
the  spot  where  the  catch  was  made,  on  a  line  parallel  to  the  side 
line. 

Rule  8 

GOAL 

A  Goal  is  made  by  kicking  the  ball  in  any  way,  except  by  a 
punt  from  the  field  of  play  over  the  cross-bar  of  the  opponents' 
goal,  or  as  provided  in  rules  for  conversion  of  touch-down.  If 
the  ball  passes  directly  over  one  of  the  uprights  it  counts  a  goal. 

'NOTE — If  the  tall,  after  being  kicked,  strikes  an  opponent 
and  then  passes  over  the  cross-tar,  it  still  counts  a  goal. 

Rule  9 

charging 

Charging  is  rushing  forward  to  seize  or  block  the  ball  or  to 
tackle  a  player. 

Rule  10 


(a)  In  a  scrimmage  no  part  of  any  player  shall  be  ahead  of 
the  ball  when  it  is  put  in  play.     [Exception  under  Rule  6   (c).] 

NOTE — Ahead  of  the  hall  means  between  the  opponents*  goal 
and  a  line  parallel  to  the  goal-line  and  passitig  through  the  point 
of  the  ball  nearest  to  the  goal-line  of  the  side  not  in  possession. 

(&)  A  player  is  put  off-side  if  the  ball  in  play  has  last  been 
touched  by  one  of  his  own  side  behind  him.  No  player,  when  off- 
side, shall  touch  the  ball  except  on  a  fumble  or  a  muff,  nor  shall 
he  interrupt  or  obstruct  an  opponent  with  his  hands  or  arms  until 


122  AMEEICAN    FOOTBALL 

again  on-side.     No  player  can,  however,  be  called  off-side  behind 
his  own  goal-line. 

NOTE — If  a  player  is  ahead  of  the  hall  when  it  is  kicked  by 
another  of  his  side,  he  is  off-side,  and  he  shall  not  allow  the  hall 
to  touch  him  until  again  on-side.  Should  he  hreak  this  rule,  the 
hall  goes  to  opponents  on  the  spot,  except  as  specified  in  {d)  of 
this  rule. 

(c)  A  player  being  off-side  is  put  on-side  when  the  ball  has 
touched  an  opponent,  or  when  one  of  his  own  side  has  run  in 
front  of  him,  either  with  the  ball,  or  having  been  the  last  player 
to  touch  it  when  behind  him. 

The  man  who,  standing  back  of  his  own  line  of  scrimmage, 
receives  the  ball  from  one  of  his  own  side  and  then  kicks  it  be- 
yond the  line  of  scrimmage,  may  not  put  other  men  on-side  by 
running  ahead  of  them,  nor  may  he  himself  get  the  ball  until 
after  it  has  touched  a  player  of  the  opposing  side. 

EXPLANATION— The  Rules  Committee  desires  to  state  that 
the  reason  for  this  prohibition  is  in  order  that  there  may  be  no 
excuse  whatever  for  running  into  the  full-back  after  he  has  kicked 
the  ball.  The  above  rule  renders  it  impossible  for  him  either  to 
put  men  on-side  or  himself  get  the  ball,  and  this  takes  away  all 
excuse  for  roughness  of  this  nature,  and  the  Committee  expects 
officials  to  severely  punish  any  such  unnecessary  roughness. 

(d)  If  the  ball,  when  not  in  possession  of  either  side,  is 
touched  when  inside  the  opponents'  ten-yard  line  by  a  player 
who  is  off-side,  it  shall  go  as  a  touch-back  to  the  defenders  of 
that  goal. 

Rule  11 

ball  is  dead 

The  ball  is  Dead: 

(a)  Whenever  the  referee,  umpire  or  linesman  blows  his  whis- 
tle or  declares  a  down. 

(6)  When  the  referee  has  declared  that  a  down,  touch-down, 
touch-back,  safety  or  goal  has  been  made. 

(o)   When  a  fair  catch  has  been  heeled. 

(d)   When  it  has  been  downed  after  going  out  of  bounds. 


FOOTBALL   RULES  123 

(e)  When  the  ball  goes  out  of  bounds  after  a  kick  before 
touching  a  player  who  is  on-side. 

NOTE — (a)  Should  the  ball  strike  an  official  it  is  not  re- 
garded as  dead,  hut  play  continues  exactly  as  if  the  hall  had  not 
touched  him. 

(h)  No  play  can  he  made  ivhen  the  hall  is  dead,  except  to  put 
it  in  play  according  to  rule. 

Rule  12 
length  of  game 

(a)  The  length  of  the  game  shall  be  seventy  minutes,  divided 
into  two  halves  of  thirty-five  minutes  each,  exclusive  of  time 
taken  out.  There  shall  be  ten  minutes  intermission  between  the 
two  halves. 

NOTE — The  game  may  he  of  shorter  duration  hy  mutual 
agreement  hetween  the  captains  of  the  contesting  teams. 

Whenever  the  commencement  of  a  game  is  so  late  that,  in  the 
opinion  of  the  referee,  there  is  any  likelihood  of  the  game  being 
interfered  with  hy  darkness,  he  shall,  before  play  begins,  arbi- 
trarily shorten  the  two  halves  to  such  length  as  shall  insure  two 
equal  halves  being  completed,  and  shall  notify  both  captains  of 
the  exact  time  thus  set.  Either  side  refusing  to  abide  by  the 
opinion  of  the  referee  on  this  point  shall  forfeit  the  game. 

(b)  The  game  shall  be  decided  by  the  final  score  at  the  end 
of  the  two  halves. 

(c)  Time  shall  not  be  called  for  the  end  of  a  half  until  the 
ball  is  dead,  and  in  case  of  a  touch-down,  the  try-at-goal  shall  be 
allowed. 

(d)  Time  shall  be  taken  out  whenever  the  game  is  unnec- 
essarily delayed  or  while  the  ball  is  being  brought  out  for  a 
try-at-goal,  kick-out  or  kick-off,  or  when  play  is  for  any  reason 
suspended  by  the  referee,  umpire  or  linesman.  Time  shall  begin 
again  when  the  ball  is  actually  put  in  play. 

NOTE — Time  is  not  to  be  taken  out  when  the  ball  goes  out 
of  bounds  except  in  case  of  unreasonable  delay  in  returning  the 
ball  to  play. 


124  AMEEICAN   FOOTBALL 

(e)  No  delay  arising  from  any  cause  whatsoever  shall  con- 
tinue more  than  two  minutes.  Any  delay  thereafter  shall  be 
penalized  under  Rule  27   (e)   and  Rule  28   (C). 

Rule  13 

KICK-OFF 

(a)  The  captains  of  the  opposing  teams  shall  toss  up  a  coin 
before  the  beginning  of  a  game,  and  the  winner  of  the  toss  shall 
have  his  choice  of  goal  or  kick-off.  The  ball  shall  be  kicked 
off  at  the  beginning  of  each  half,  the  kick-off  at  the  beginning  of 
the  second  half  being  made  by  the  side  that  did  not  first  kick  off 
at  the  beginning  of  the  game.  The  teams  shall  change  goals  after 
every  try-at-goal  following  a  touch-down,  and  after  every  goal 
from  the  field,  and  the  side  just  scored  upon  shall  have  the  option 
of  kicking  off  or  of  having  their  opponents  kick  off.  At  the 
begining  of  the  second  half  the  teams  shall  take  opposite  goals 
from  those  assumed  at  the  beginning  of  the  first  half. 

(&)  At  kick-off,  if  the  ball  goes  out  of  bounds  before  it  is 
touched  by  an  opponent,  it  shall  be  brought  back  and  kicked  off 
again.  If  it  is  kicked  out  of  bounds  a  second  time  it  shall  go 
as  a  kick-off  to  the  opponents.  If  either  side  thus  forfeits  the 
ball  twice,  it  shall  go  to  the  opponents,  who  shall  put  it  in  play 
by  a  scrimmage  at  the  center  of  the  field. 

(c)  At  kick-off,  if  the  ball  is  kicked  across  the  goal-line  and 
is  there  declared  dead  when  in  the  possession  of  one  of  the  side 
defending  the  goal,  it  is  a  touch-back.  If  the  ball  is  not  de- 
clared dead,  the  side  defending  the  goal  may  run  with  it  or  kick 
it  exactly  as  if  it  had  not  crossed  the  goal-line.  If  it  is  declared 
dead  thus  in  possession  of  the  attacking  side,  it  is  a  touch-down. 

{d)  At  kick-off  and  on  a  punt  or  drop-kick  from  a  fair  catch, 
the  opposite  side  must  stand  at  least  ten  yards  in  front  of  the 
ball  until  it  is  kicked.  On  a  kick-out,  the  opposite  side  can  not 
stand  nearer  the  goal  than  the  twenty- five-yard  line,  except  on  a 
kick-out  made  after  a  drop-kick  upon  a  first  dowTi  inside  the 
twenty-five  yard  line,  when  the  ten-yard  line  is  the  restraining 
mark.     [See  Rule  23,  exception.] 


FOOTBALL   EULES  125 

Rule  14 
free  kick 

(a)  The  side  which  has  a  free  kick  must  be  behind  the  ball 
when  it  is  kicked. 

NOTE — Otherwise  the  kick  must  he  made  again  under  condi- 
tions laid  down  in  Penalties — E. 

(6)  In  the  case  of  a  kick-off,  kick-out,  kick  from  a  fair  catch 
or  kick  after  touching  the  ball  in  at  side-line  (Rule  22,  a),  the 
ball  must  be  kicked  a  distance  of  at  least  ten  yards  toward  the 
opponents'  goal  from  the  line  restraining  the  player  making  the 
kick,  unless  it  is  stopped  by  an  opponent;  otherwise  the  ball  is 
not  in  play. 

Rule  15 
lawful  charging 

(a)  Charging  is  lawful,  in  case  of  a  punt-out  or  kick-off,  as 
soon  as  the  ball  is  kicked;  and  the  opponents  must  not  charge 
until  the  ball  is  kicked. 

(&)  In  case  of  any  other  free  kick,  charging  is  lawful:  (1) 
When  the  player  of  the  side  having  the  free  kick  advances  beyond 
his  restraining  line  or  mark  with  the  ball  in  his  possession;  (2) 
when  he  has  allowed  the  ball  to  touch  the  ground  by  accident 
or  otherwise. 

(c)  If  such  lawful  charging  takes  place,  and  if  the  side  hav- 
ing the  free  kick  fails  to  kick  the  ball,  then  the  opponents  may 
line  up  five  yards  ahead  of  the  line  which  restrained  them  before 
charging.  In  that  case,  the  side  having  the  free  kick  must  kick 
the  ball  from  some  point  directly  behind  its  mark,  if  the  free  kick 
resulted  from  a  fair  catch,  and  in  other  cases  from  behind  the 
new  restraining  line. 

EXCEPTION — If,  in  case  of  a  try-at-goal,  after  a  touch- 
down, the  hall  is  not  kicked,  after  having  heen  allowed  to  touch 
the  ground  once,  no  second  attempt  shall  he  permitted,  and  the 
ball  shall  he  kicked  off  at  the  center  of  the  field.     {Rule  13.) 


126  AMEKICAN   FOOTBALL 

Rule  16 
no  interference  with  snapper-back 

(a)  The  snapper-back  is  entitled  to  full  and  undisturbed  pos- 
session of  the  ball.     The  opponents  must  neither  interfere  with* 
the  snapper-back  nor  touch  the  ball  until  it  is  actually  put  in 
play. 

(&)  In  snapping  the  ball  back,  if  the  player  so  doing  is  off- 
side, the  ball  must  be  snapped  again,  and  if  this  occurs  once 
more  on  the  same  down,  the  opponents  shall  receive  five  yards, 
the  number  of  the  down  and  the  point  to  be  gained  remaining 
unchanged.  If  the  player  is  off-side  for  the  third  time  on  the 
same  scrimmage  the  ball  shall  go  to  the  opponents. 

(c)  The  man  who  snaps  back  and  the  man  opposite  him  in 
the  scrimmage  may  not  afterward  touch  the  ball  until  it  has 
touched  some  player  other  than  these  two.  If  this  rule  is  broken 
the  ball  goes  to  the  opponents  on  the  spot  of  the  foul. 

{d)  If  the  man  who  puts  the  ball  in  play  in  a  scrimmage 
kicks  it  forward,  no  player  of  his  side  can  touch  it  until  it  has 
gone  ten  yards  into  the  opponents'  territory,  unless  it  be  touched 
by  an  opponent.  If  this  rule  is  broken  the  ball  goes  to  the  oppo- 
nents on  the  spot  of  the  foul. 

(e)  The  man  who  first  receives  the  ball  when  it  is  snapped 
back  shall  not  (save  as  provided  in  Rule  18,  c)  carry  the  ball 
forward  beyond  the  line  of  scrimmage  unless  he  has  regained  it 
afteY  it  has  been  passed  to  and  has  touched  another  player. 

Rule  17 
use  of  hands  and  arms 

(a)  Before  the  ball  is  put  in  play  no  player  shall  lay  his 
hands  upon,  or,  by  the  use  of  his  hands  or  arms,  interfere  with 
an  opponent  in  such  a  way  as  to  delay  putting  the  ball  in  play. 
Any  such  interference  shall  be  regarded  as  delay  of  game.  (Rule 
28,  C.) 

(&)  After  the  ball  is  put  in  play,  the  players  of  the  side 
that  has  possession  of  the  ball  may  obstruct  the  opponents  with 


FOOTBALL    EULES  127 

the  body  only,  except  the  player  running  with  the  ball,  who  may 
use  his  hands  and  arms. 

(c)  The  players  of  the  side  not  having  the  ball  may  use  their 
hands  and  arms,  but  only  to  get  their  opponents  out  of  the  way 
in  order  to  reach  the  ball  or  stop  the  player  carrying  it. 

Rule  18 
movement  allowed  before  ball  is  put  in  play 

(a)  Before  the  ball  is  put  in  play  in  a  scrimmage,  if  any 
player  of  the  side  which  has  the  ball  takes  more  than  one  step 
in  any  direction,  he  must  come  to  a  full  stop  before  the  ball  is 
put  in  play. 

EXCEPTION — One  man  of  the  side  having  the  hall  may  he 
in  motion  toicard  his  goal  without  coming  to  a  stop  hefore  the 
hall  is  put  in  play. 

When  the  ball  is  put  in  play  in  a  scrimmage  at  any  point  of 
the  central  section  of  the  field,  that  is,  the  portion  bounded  by 
the  two  twenty-five-yard  lines  and  the  two  side  lines — 

(o)  At  least  seven  players  of  the  side  having  the  ball  must 
be  on  the  line  of  scrimmage. 

(c)  The  player  who  first  receives  the  ball  when  the  scrim- 
mage is  within  the  above-mentioned  territory,  may  carry  it  for- 
ward beyond  the  line  of  scrimmage,  provided  in  so  doing  he 
crosses  such  line  at  least  five  yards  from  the  point  where  the 
snapper-back  put  the  ball  in  play. 

When  the  ball  is  put  in  play  by  a  scrimmage  at  any  point  on 
or  between  one  of  these  twenty-five-yard  lines  and  the  nearest 
goal-line — 

id)  At  least  five  players  of  the  side  having  the  ball  must 
be  on  the  line  of  scrimmage. 

(e)  If  five  players,  not  including  the  quarter-back,  are  behind 
the  line  of  scrimmage,  they  must  occupy  one  of  the  three  follow- 
ing positions,  viz.:  (1)  All  five  of  such  players  may  be  inside 
the  positions  occupied  by  the  players  at  the  ends  of  the  line  of 
scrimmage,  in  which  case  two  of  these  players  must  be  at  least 
five  yards  back  of  this  line;  or   (2)   if  one  of  the  said  five  play- 


128  AMEKICAK   FOOTBALL 

ers  be  outside  of  the  position  occupied  by  the  player  at  the  end 
of  said  line,  then  only  one  other  of  these  five  players  must  be  at 
least  five  yards  back  of  this  line ;  but  ( 3 )  all  five  of  these  players 
may  be  nearer  than  five  yards  to  the  line  of  scrimmage,  provided 
two  of  them  be  outside  the  positions  occupied  by  the  players  at 
the  ends  of  said  line.  In  this  rule  "  outside  "  means  both  feet 
outside  the  outside  foot  of  the  player  at  the  end  of  the  line. 

Rule  19 
thbowing,  passing  or  batting  the  ball 

A  player  may  throw,  pass  or  bat  the  ball  in  any  direction 
except  toward  his  opponents'  goal. 

Rule  20 

A   DOWN 

(a)  If  a  player  having  the  ball  is  tackled,  and  the  movement 
of  the  ball  stopped,  or  if  the  player  cries  "  down,"  the  referee 
shall  blow  his  whistle,  and  the  side  holding  the  ball  shall  put  it 
down  for  a  scrimmage. 

(&)  As  soon  as  a  runner  attempting  to  go  through  is  tackled 
and  goes  down,  being  held  by  an  opponent,  or  whenever  a  runner 
having  the  ball  in  his  possession  cries  "  down,"  or  if  he  goes  out 
of  bounds,  the  referee  shall  blow  his  whistle  and  the  ball  shall  be 
considered  down  at  that  spot. 

(c)  There  shall  be  no  piling  up  on  the  player  after  the  ref- 
eree has  declared  the  ball  dead. 

Rule  21 
necessary  gain  or  loss  in  three  downs 

(a)  If,  in  three  consecutive  downs  (unless  the  ball  crosses 
the  goal-line),  a  team  has  neither  advanced  the  ball  five  yards, 
nor  taken  it  back  twenty  yards,  it  shall  go  to  the  opponents  on 
the  spot  of  the  fourth  down. 

"NOTE — "  Consecutive  "  means  without  going  out  of  possession 
of  the  side  holding  it,  except  that — {1)  having  advanced  the  hall 
beyond  the  point  necessary  for  the  first  down  or  the  hall  having 


FOOTBALL   KULES  129 

actually  passed  into  possession  of  the  other  side  and  then  been 
fumbled  and  lost  hy  them  before  having  been  declared  dead  by 
the  referee;  or,  {2)  by  having  kicked  the  ball  they  have  given 
their  opponents  fair  and  equal  chance  of  gaining  possession  of  it. 
No  kick,  however,  provided  it  is  not  stopped  by  an  opponent,  is 
regarded  as  giving  the  opponents  fair  and  equal  chance  of  posses- 
sion unless  the  ball  goes  beyond  the  line  of  scrimmage. 

EXCEPTION — A  team  may  not  retain  possession  of  the  ball 
by  taking  it  back  twenty  yards  a  second  time  unless  the  ball  in 
the  meantime  has  been  in  the  possession  of  the  opponents. 

(&)  When  a  distance  penalty  is  given,  the  ensuing  down  shall 
be  counted  the  first  down,  unless  this  should  result  to  the  advan- 
tage of  the  offending  side,  when  the  down  and  the  point,  or  in 
some  cases  {Penalties  K  and  L)  the  distance  to  be  gained  for 
first  down,  shall  remain  the  same. 

Rule  22 
putting  ball  in  play  from  out  of  bounds 

If  the  ball  goes  out  of  bounds,  whether  it  bounds  back  or  not, 
a  player  of  the  side  which  secures  it  must  bring  it  to  the  spot 
where  the  line  was  crossed,  and  there  either: 

(a)  Touch  it  in  with  both  hands  at  right  angles  to  the  side 
line  and  then  kick  it  at  least  ten  yards  toward  his  opponents* 
goal; — [Neither  side  need  be  on-side  when  the  ball  is  thus  put 
in  play.] — or 

(6) Walk  out  with  it  at  right  angles  to  the  side  line,  any  dis- 
tance not  less  than  five  nor  more  than  fifteen  yards,  and  there 
put  it  down  for  a  scrimmage,  first  declaring  how  far  he  intends 
walking. 

Rule  23 

kick-out  after  safety  or  touch-back 

A  side  which  has  made  a  touch-back  or  a  safety  must  kick 
out,  from  not  more  than  twenty-five  yards  outside  the  kicker's 
goal.  If  the  ball  goes  out  of  bounds  before  striking  a  player,  it 
must  be  kicked  out  again,  and  if  this  occurs  twice  in  successsion, 


130  AMERICAN   FOOTBALL 

it  shall  be  given  to  the  opponents  as  out  of  bounds  on  the 
twenty-five-yard  line  on  the  side  where  it  went  out.  At  kick-out 
the  opponents  must  be  on  the  tweny-five-yard  line  or  nearer  their 
own  goal,  and  the  kicker's  side  must  be  behind  the  ball  when  it  is 
kicked.  Should  a  second  touch-back  occur  before  four  downs 
have  been  played,  the  side  defending  the  goal  may  have  the 
choice  of  a  down  at  the  twenty-five-yard  line,  or  a  kick-out. 

EXCEPTION — Whenever  a  side  has  tried  a  drop-kick  at  the 
goal  upon  a  first  down  inside  the  twenty -five-yard  line  and  the 
result  has  been  a  touch-hack,  the  ten-yard  instead  of  the  twenty- 
five-yard  line  shall  determine  the  position  of  the  opponents,  and 
the  kicker^s  side  must  he  behind  the  ball  when  it  is  kicked. 

Rule  24 
try-at-goal  after  touch-down 

(a)  A  side  which  has  made  a  touch-down  must  try-at-goal 
by  a  place-kick  direct  or  by  a  place-kick  preceded  by  a  punt-out 
if  they  so  desire. 

(6)  After  the  try-at-goal,  whether  the  goal  be  made  or  missed, 
the  ball  shall  be  kicked  oif  at  the  center  of  the  field,  as  provided  in 
Rule  13. 

Rule  25 
try-at-goal  by  place-kick 

(a)  If  the  try  be  by  a  place-kick,  a  player  on  the  side  which 
has  made  the  touch-down  shall  hold  the  ball  for  another  of  his 
side  to  kick  at  some  point  outside  the  goal  on  a  line  parallel  to 
the  side  line  passing  through  the  point  where  the  touch-down  was 
declared.  The  opponents  must  remain  behind  their  goal-line  until 
the  ball  has  been  placed  upon  the  ground.  The  referee  shall  sig- 
nal with  his  hand  when  the  ball  is  placed  on  the  ground. 

(6)  If  the  try-at-goal  is  to  be  preceded  by  a  punt-out,  the 
punter  shall  kick  the  ball  from  the  point  at  which  the  line  par- 
allel to  the  side  line,  and  passing  through  the  spot  of  the  touch- 
down, intersects  the  goal-line.  The  players  of  his  side  must  stand 
in  the  field  of  play  not  less  than  five  yards  from  the  goal-line. 


FOOTBALL   EULES  131 

The  opponents  may  line  up  anywhere  on  the  goal-line  except 
within  the  space  of  ten  feet  on  each  side  of  the  punter's  mark, 
but  they  can  not  interfere  with  the  punter.  If  a  fair  catch  be 
made  from  a  punt-out,  the  mark  shall  serve  to  determine  the 
positions  as  the  mark  of  any  fair  catch,  and  the  try-at-goal  shall 
then  be  made  by  a  place-kick  from  this  spot,  or  any  point  directly 
behind  it.  If  a  fair  catch  be  not  made  on  the  first  attempt  the 
ball  shall  go  as  a  kick-oflf  at  the  center  of  the  field  to  the  defend- 
ers of  the  goal. 

NOTE — Since  the  defending  team  is  on-side,  they  may,  of 
course,  charge  as  soon  as  the  hall  is  kicked  and  try  to  get  the 
ball  or  interfere  with  the  catch. 

(c)  The  holder  of  the  ball  and  no  other  player  in  any  place- 
kick  may  be  off-side  or  out  of  bounds  without  vitiating  the  kick. 

Rule  26 

SCORING 

The  following  shall  be  the  values  of  plays  in  scoring:  Goal 
obtained  by  touch-down,  6  points;  goal  from  field  kick,  5  points; 
touch-down  failing  goal,  5  points;  safety  by  opponents,  2  points. 

NOTE — 7'he  6  points  is  inclusive  of  the  5  points  for  touch- 
down; that  is,  kicking  the  goal  adds  hut  1  point. 

Rule  27 
no  metallic  substances  may  be  worn 

(a)  No  one  having  projecting  nails  or  iron  plates  on  his  shoes 
or  any  projecting  metallic  or  hard  substance  on  his  person  shall 
be  allowed  to  play  in  a  match.  If  head  protectors  are  worn,  no 
sole  leather,  papier  mache,  or  other  hard  or  unyielding  material 
shall  be  used  in  their  construction,  and  all  other  devices  for  pro- 
tectors must  be  so  arranged  and  padded  as,  in  the  judgment  of 
the  umpire,  to  be  without  danger  to  other  players.  Leather  cleats 
upon  the  shoes  shall  be  allowed  as  heretofore. 


132  AMERICAN   FOOTBALL 

SUBSTITUTES 

(6)  A  player  may  be  substituted  for  another  at  any  time  at 
the  discretion  of  the  captain  of  his  team. 

NO   UNNECESSARY  ROUGHNESS   NOR  DELAY 

(c)  There  shall  be  no  unnecessary  roughness,  throttling,  hack- 
ing or  striking  with  the  closed  fist. 

id)  A  player  who  has  been  replaced  by  a  substitute  can  not 
return  to  further  participation  in  the  game. 

(e)  There  shall  be  no  unnecessary  delay  of  the  game  by  either 
team. 

NO    COACHING 

if)  There  shall  be  no  coaching,  either  by  substitutes  or  by 
any  other  persons  not  participating  in  the  game.  No  one  except 
the  twenty-two  players  shall,  under  any  circumstances,  come  upon 
the  field  of  play,  save  only  in  case  of  an  accident  to  a  player,  and 
then  but  one  official  representative,  and  he  previously  designated 
to  the  umpire,  shall  have  this  right.  Only  five  men  shall  be 
allowed  to  walk  up  and  down  on  each  side  of  the  field.  The  rest, 
including  substitutes,  water-carriers,  and  all  who  are  admitted 
within  the  enclosure,  must  be  seated  throughout  the  game.  None 
of  these  shall  come  upon  the  field  of  play  without  permission  of 
the  umpire.  Breach  of  any  part  of  this  rule  shall  constitute  a 
foul,  and  be  punished  by  a  loss  of  five  yards  to  the  side  whose 
man  infringes,  the  number  of  the  doAvn  and  the  distance  to  be 
gained  for  first  down  remaining  unchanged. 

NO    TRIPPING 

ig)  There  shall  be  no  tripping. 


FOOTBALL   EULES  133 

PENALTIES 
Rule  28 

A  foul  is  any  violation  of  a  rule.  The  penalties  for  fouls  shall 
be  as  follows: 

TRIPPING 

A.  (1)  For  tripping  an  opponent  (Rule  27,  g)  by  either  side 
the  penalty  shall  be  the  loss  of  twenty  yards. 

HOLDING,   USE   OF   HANDS    AND   ARMS,   OFF-SIDE 

(2)  For  holding  an  opponent  who  has  not  the  ball  (Rule  17, 
c),  or  for  unlawful  use  of  hands  or  arms  (Rule  17,  h  and  c),  for 
violation  of  the  rules  governing  off-side  play  (Rule  10),  for  vio- 
lation of  Rules  If),  e,  and  18,  c,  except  where  special  provision 
is  made  elsewhere,  the  penalty  shall  be  the  loss  of  five  yards  if 
the  side  not  in  possession  of  the  ball  was  the  offender;  if  the 
offending  side  was  in  possession  of  the  ball  it  shall  be  the  loss 
of  twenty  yards,  the  number  of  the  down  and  the  point  to  be 
gained  for  first  down  remaining  unchanged. 

EXCEPTION — An  off-side  play  ly  the  side  in  possession  of 
the  hall  shall  he  penalized  hy  loss  of  ten  yards,  the  numher  of 
the  down  and  the  point  to  which  the  hall  must  he  advanced  for 
first  doivn  remaining  unchanged.     {See  also  special  ruling,  16,  6.) 

The  penalties  above  named  shall  be  given  from  the  spot  where 
the  foul  was  committed. 

FORWARD  PASS  AND  BATTED  BALL 

B.  If  the  ball  is  thrown,  passed  or  hatted  toward  the  oppo- 
nents' goal,  the  opponents  shall  receive  five  yards,  that  is,  the 
ball  shall  be  put  in  play  at  a  point  five  yards  back  of  the  spot 
where  the  man  was  when  he  made  the  forward  pass.  The  point 
for  his  side  then  to  reach  will  be  ten  yards  from  the  spot  where 
the  ball  is  then  put  in  play  by  a  scrimmage,  the  number  of  the 
down  remaining  unaffected. 


134  AMEEICAN   FOOTBALL 

FOUL  WHEN   BALL  IS   IN   POSSESSION   OF   NEITHER   SIDE 

NOTE — In  case  neither  side  icas  in  possession  of  the  hall 
when  any  of  the  fouls  were  committed — for  example,  if  the  ball 
was  in  the  air  from  a  kick  or  was  free  upon  the  ground  after  a 
fumhle,  kick  or  pass — it  shall  go  to  the  offended  side  at  the  spot 
where  the  foul  occurred.  In  case  of  tripping,  the  distance  shall 
be  given  in  addition. 

INTERFERENCE   WITH    SNAPPER-BACK   AND   UNNECESSARY   DELAY 

C.  In  the  case  of  interference  of  any  kind  with  putting  the 
ball  in  play  (Rules  16,  a,  and  17,  a),  or  unnecessary  delay  of  the 
game  (Rule  27,  e),  the  offended  side  shall  be  advanced  five  yards. 

PILING  UP 

D.  ( 1 )  In  case  of  piling  up  on  a  player  after  the  referee  has 
declared  the  ball  dead  (Rule  20,  c),  the  offended  side  shall  re- 
ceive fifteen  yards. 

INTERFERENCE   WITH   FAIR   CATCH 

( 2 )  If  a  player  who  has  an  opportunity  of  making  a  fair  catch 
(Rule  7,  a)  is  unlawfully  obstructed,  the  offended  side  shall  re- 
ceive fifteen  yards  and  the  choice  of  putting  the  ball  in  play  by  a 
free  kick  or  by  a  scrimmage. 

CATCHER   THROWN 

(3)  If  a  player  who  has  heeled  a  fair  catch  (Rule  7,  a),  is 
thrown  to  the  ground,  unless  he  has  advanced  beyond  his  mark, 
his  side  shall  receive  fifteen  yards  and  be  obliged  to  take  a  free 
kick. 

ADVANCING  BEYOND   THE   MARK  ON   FREE   KICK 

E.  (1)  In  any  case  of  free  kick  (Rule  2,  f),  if  the  kicker 
advances  beyond  his  mark,  before  kicking  the  ball  (Rules  7,  o, 
15,  b,  and  25,  6),  no  matter  whether  he  then  kicks  or  not,  the 
opponents    shall    be   allowed    to    line    up    five   yards    nearer    the 


FOOTBALL   EULES  135 

kicker's  mark,  and  the  kick  shall  then  be  made  from  some  point 
back  of  the  first  mark,  and  at  the  same  distance  from  the  side 
line. 

BALL   TOUCHING  THE   GROUND 

This  shall  also  apply  when  the  side  having  a  free  kick  allows 
the  ball  to  touch  the  ground  (Rule  15,  h,  and  25,  6),  and  then 
fails  to  kick  it  (kick-off  and  try-at-goal  after  touch-down  ex- 
cepted ) .  The  same  ruling  shall  be  given  in  case  any  player  of  the 
side  making  a  free  kick  is  ahead  of  the  ball  when  it  ia  kicked 
(Rule  14,  a). 

CHARGING   BEFORE   BALL   IS   PUT   IN   PLAY 

(2)  In  the  case  of  a  free  kick,  if  the  opponents  charge  (Rule 
9)  before  the  hall  is  put  in  play  (Rule  15,  a),  they  shall  be  put 
back  five  yards  for  every  such  offense  and  the  ball  shall  be  put  in 
play  again  by  a  kick  from  a  point  which  may  be  five  yards  nearer 
the  opponents'  goal. 

STARTING   BEFORE   BALL  IS   PUT  IN   PLAY 

F.  In  the  case  of  unlaioful  starting  before  the  hall  has  been 
put  in  play  for  a  scrimmage  (Rule  18,  a),  provided  there  is  no 
infraction  of  Rule  10,  the  side  thus  offending  shall  lose  five  yards, 
the  number  of  the  down  and  the  point  to  be  gained  remaining 
unchanged. 

The  same  ruling  shall  be  made  in  cases  of  infraction  of  Rule 
18,  &   d,  and  e. 

REFUSING   TO  PLAY 

O.  If  either  side  refuses  to  play  within  two  minutes  after  hav- 
ing been  ordered  to  do  so  by  the  referee,  it  shall  forfeit  the 
game.  This  shall  also  apply  to  refusing  to  begin  a  game  when 
ordered  to  do  so  by  the  referee.      (Rule  12,  c.) 

DISTANCE  PENALTY   NEAR   GOAL-LINE 

H.  Whenever  the  rules  provide  for  a  distance  penalty,  if  the 
distance  prescribed  would  carry  the  ball  nearer  to  the  goal-line 
10 


136  AMEKICAN    FOOTBALL 

than  the  five-yard  line,  the  hall  shall  he  down  on  the  five-yard 
line.  If,  however,  the  foul  is  committed  inside  the  ten-yard  line, 
half  the  distance  to  the  goal  shall  he  given. 


REPEATED  FOULS  NEAR  GOAL-LINE 

I.  If  a  team  on  the  defense  commits  fouls  when  so  near  its 
own  goal  that  these  fouls  are  punishable  only  by  the  halving  of 
the  distance  to  the  line  (Rule  28,  H),  the  object  being,  in  the 
opinion  of  the  referee,  to  delay  the  game,  the  offending  side  shall 
be  regarded  as  refusing  to  allow  the  game  to  proceed.  The  ref- 
eree shall,  in  such  case,  warn  the  offending  side  once,  and  if  the 
offense  is  repeated  he  shall  declare  the  game  forfeited  to  the 
opponents. 

STRIKING   AND   UNNECESSARY  ROUGHNESS 

J.  If  a  player  is  guilty  of  unnecessary  roughness,  throttling, 
hacking  or  striking  with  closed  fist  (Rule  27,  c),  he  shall  be  at 
once  disqualified. 

K.  In  case  the  game  is  interfered  with  by  some  act  palpably 
unsportsmanlike  and  not  elsewhere  provided  for  in  these  rules, 
the  umpire  shall  have  the  power  to  award  ten  yards  to  the 
offended  side,  the  number  of  the  do\^^l  and  the  point  to  be  gained 
for  first  down  remaining  unchanged. 

L.  For  infringement  of  any  part  of  Rule  27,  /,  the  penalty 
shall  be  a  loss  of  five  yards  by  the  side  offending,  the  number  of 
the  down  and  the  point  to  be  gained  remaining  unchanged. 

RIGHT   TO   DECLINE   PENALTY 

NOTE — Under  hoth  K  and  L  for  "  point  "  read  "  distance  " 
in  case  offended  side  is  in  possession  of  hall.  Whenever  a  foul  is 
committed  which,  in  the  opinion  of  the  umpire,  did  not  affect  the 
play,  the  offended  side  may  decline  the  penalty.  In  case  of  a 
run  heing  made  from  this  play,  not  more  than  twenty-five  yards 
from  the  spot  where  the  foul  luas  committed  shall  he  allowed. 


DUTIES    OF   OFFICIALS  137 


DUTIES    OF   OFFICIALS 

I. — The  Referee 
Rule  29 

The  Referee  is  responsible  for  the  enforcement  of  Rules  1,  2, 
3,  4,  5,  6  (a  and  & )  ;  7  ( except  as  relates  to  interference,  throwing 
catcher,  and  positions  of  players)  ;  8,  11,  12,  13  (except  d)  ;  14, 
h;  16,  a  and  e;  18,  c;  19,  20  {a  and  5)  ;  21,  22,  23  (except  as 
relates  to  positions  of  players)  ;  24,  25  (except  as  relates  to  posi- 
tions of  players  and  interference)  ;  26,  27,  c. 

In  making  his  decisions  the  Referee  must  recognize  and  allow 
precedence  to  any  penalty  inflicted  by  the  umpire  for  a  foul. 

The  Referee's  decisions  are  final  upon  all  points  not  specified 
in  the  duties  of  the  Umpire. 

The  Referee  shall  see  that  the  ball  is  properly  put  in  play, 
and  he  is  judge  of  its  position  and  progress. 

He  is  judge  of  forward  passes,  of  interference  with  the  snap- 
back,  and  of  the  advance  of  the  ball  by  the  player  who  first  re- 
ceives it  from  the  snapper-back  when  the  ball  is  put  in  play  from 
a  scrimmage   (Rule  16,  a  and  e) ,  and  offenses  under  Rule  18,  c. 

At  the  beginning  of  a  game  and  in  every  case  after  time  has 
been  taken  out,  he  shall  ascertain  from  each  captain  that  his 
team  is  ready,  before  ordering  play  to  begin. 

He  is  sole  authority  for  the  score  of  the  game  and  is  judge 
of  forfeiture  of  the  game  under  the  rules. 

The  Referee  may  appeal  to  both  the  Umpire  and  Linesman 
for  testimony  upon  all  points  within  his  jurisdiction. 

The  Referee  must  volunteer  testimony  to  the  Umpire  concern- 
ing infringement  of  Rule  27   (f). 

II. — The  Umpire 

The  Umpire  is  responsible  for  the  enforcement  of  all  rules 
whose  infringement  is   punishable  by  a   distance   penalty  or  by 


138  ameeica:n'  football 

the  surrender  of  the  ball  by  one  team  to  the  opponents,  except 
13,  h;  16,  a  and  e;  18,  c;  19  and  23,  viz.:  Rules  6,  c;  9,  10,  13, 
d;  14,  a;  15,  16   (except  a  and  e)  ;  17,  18   (except  c),  20,  c;  27. 

The  Umpire  is  judge  of  the  conduct  of  the  players,  and  his 
decision  is  final  regarding  such  fouls  as  are  not  specifically  placed 
within  the  jurisdiction  of  the  Referee. 

The  Umpire  is  judge  of  charging,  and  of  the  positions  of  play- 
ers whenever  the  ball  is  put  in  play. 

He  may  appeal  to  both  the  Referee  and  Linesman  for  testi- 
mony in  cases  of  fouls  seen  by  them,  and  it  shall  be  their  duty 
to  volunteer  testimony  concerning  violations  of  Rule  27  (c 
and  f). 

NOTE — Captains  and  players,  however,  may  not  appeal  to  the 
Referee  or  Linesman  for  their  testimony  upon  the  points  just  men- 
tioned. 

The  Umpire  shall  not  blow  his  whistle  nor  declare  the  ball 
dead,  nor  call  time,  except  to  grant  a  penalty  for  a  foul  com- 
mitted. 

Whenever  the  Umpire  notices  or  is  informed  by  the  Referee  or 
Linesman  that  a  substitute  or  any  other  person  not  participating 
in  the  game  is  coaching,  he  shall  immediately  exclude  the  offender 
for  the  remainder  of  the  game  from  the  neighborhood  of  the 
field  of  play;  i.  e.,  send  the  offender  behind  the  ropes  or  fence  sur- 
rounding the  field  of  play. 

Furthermore,  he  shall  exact  the  penalty  as  provided  in  Rule 
28    (L). 

NOTE — The  Referee  and  Umpire  should  use  whistles  to  indi- 
cate cessation  of  play  on  downs  or  fouls. 

III. — The  Linesman 

The  Linesman  shall,  under  the  supervision  of  the  Referee, 
mark  the  distances  gained  or  lost  in  the  progress  of  the  play. 

He  shall  remain  on  the  side  lines  and  be  provided  with  two 
assistants,  who  shall  remain  outside  the  field  of  play  and  who 
shall  use,  in  measuring  distance,  the  rope  or  chain  mentioned  in 
Note  under  Rule  1    {d). 


DUTIES    OF    OFFICIALS  139 

The  Linesman  shall,  under  the  direction  of  the  Referee,  also 
keep  the  time,  and  he  should  use  a  stop-watch  in  so  doing.  He 
should  start  his  watch  not  when  the  Referee  blows  his  whistle, 
but  when  the  ball  is  put  in  play. 

The  Linesman  must  penalize  a  side  for  tripping,  unnecessary 
roughness  to  a  back  after  a  kick,  and  for  off-side  play  in  the  line. 
It  should  be  his  special  duty  to  be  in  position  to  see  that  the 
players  are  on-side  when  the  ball  is  put  in  play  in  a  scrimmage. 
In  case  the  Linesman  gives  a  decision  against  one  side  and  the 
Umpire  against  the  other  on  the  same  play,  the  penalties  being 
other  than  disqualification,  the  ball  shall  be  brought  back  to  the 
point  where  it  was  put  in  play  and  played  over  again,  the  num- 
ber of  the  down  and  the  point  to  be  gained  for  first  down  re- 
maining the  same.  In  case  of  disqualification  by  either  official, 
at  any  time,  the  disqualification  shall  stand. 

The  Linesman  shall  notify  the  captains  of  the  time  remaining 
for  play,  not  more  than  ten  nor  less  than  five  minutes  before  the 
end  of  each  half. 


BASEBALL 

Edited  by  Edward  N.  Robinson,  Bbown,  '96 


CHAPTER   I 

THE  GAME  AND  HOW  IT  IS  PLAYED 

Baseball  has  fairly  earned  its  title  of  N'ational 
Game,  not  because  it  is  of  American  inception,  but  be- 
cause it  is  our  most  popular  field  sport  and  is  tliorougb- 
ly  characteristic  of  the  American  people.  So  far  as 
origin  is  concerned,  baseball  is  much  less  of  an  Amer- 
ican game  than  is  lacrosse,  for  while  it  may  be  said  to 
have  been  born  in  this  country,  it  is  of  English  parent- 
age. About  1820  a  somewhat  modified  version  of  the 
old  English  game  of  rounders  was  played  on  the  'New 
England  commons,  and  twenty  years  later  the  game 
had  spread  and  had  become  "  town  ball.''  In  1833 
the  first  regularly  organized  ball  club  was  formed  in 
Philadelphia  under  the  sonorous  title  of  The  Olympic 
Town  Ball  Club  of  Philadelphia.  About  1850  the 
game  gained  vogue  in  New  York.  As  played  by  the 
Knickerbocker  Club,  it  was  known  as  the  "  New  York 
game,"  to  distinguish  it  from  the  "Massachusetts 
game  "  of  New  England.  In  1858  the  !N'ational  Asso- 
ciation of  Baseball  Players  came  into  being  and  the 
first  set  of  playing  rules  was  drawn  up  and  published. 

Such,  briefly,  was  the  beginning  of  the  game  of  base- 

143 


144 


BASEBALL 


ball.  Since  1858  its  growth  has  been  fast  and  furious, 
and  to-day,  despite  its  English  parentage,  it  is  Amer- 
ican from  first  to  last. 


CP 


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Diagram  G. — The  baseball  field.     For  explanation  see  Rules 
1  to  13. 

The  diamond,  as  the  baseball  field  or,  more  proper- 
ly, the  "  infield ''  portion  of  it,  is  called,  is  formed  by 
four  bases,  respectively  known  as  first  base,  second  base, 


THE  GAME  A^B  HOW  IT  IS  PLAYED    145 

third  base  and  home  base  or  home  plate,  which  are 
situated  90  feet  from  each  other  and  form  a  perfect 
square  or,  viewed  from  one  of  the  bases,  a  diamond. 
Diagram  G  shows  the  arrangement  of  the  field.  The 
implements  are  a  ball  made  of  a  rubber  core  wound 
with  yarn  and  covered  with  horsehide  and  a  bat  of 
some  hard  wood  well  seasoned. 

The  playees,  nine  in  number,  are  as  follows: 
pitcher,  catcher,  first-baseman,  second-baseman,  third- 
baseman,  short-stop,  right-fielder,  center-fielder,  and 
left-fielder.  Technically  the  pitcher  and  catcher  are 
known  as  the  battery,  the  three  fielders  as  the  outfield 
and  the  balance  of  the  players  as  the  infield.  The  game 
is  contested  by  two  teams,  which  take  turns  "  at  bat." 
The  team  not  "  at  bat  "  is  "  in  the  field." 

The  purpose  of  the  game  is  to  determine  which 
side  can  make  the  larger  number  of  runs.  Each  player 
in  turn  of  the  side  "  at  bat "  tries  to  bat  the  ball  in 
such  a  Avay  that  it  can  not  be  "  fielded  "  before  the  bat- 
ter has  reached  first,  second,  third  or  home  base.  The 
batsman  becomes  a  runner  after  hitting  the  ball  and 
may  be  "  put  out  "  by  any  of  the  opposing  team  if 
tagged  with  the  ball  when  not  touching  a  base,  by 
having  the  ball  he  has  hit  caught  on  the  fly,  by  having 
the  ball  played  into  the  hands  of  first-baseman  or  sub- 
sequent baseman  before  he  reaches  their  bases  and  by 
failure  to  observe  various  rules  governing  his  conduct 
as  a  base-runner.  In  running  the  bases  the  runner  goes 
from  right  to  left,  taking  first  base  first  and  the  others 


146  BASEBALL 

in  order.  When  a  runner  successfully  makes  the  cir- 
cuit of  all  the  bases  he  scores  a  run.  At  the  end  of 
the  game,  the  team  having  the  most  runs  to  its  credit 
is  the  winner. 

I^iNE  INNINGS  CONSTITUTE  A  GAME  uulcss  the  Um- 
pire stops  the  play  for  some  reason  before  the  ninth 
inning  is  reached  or  unless  at  the  end  of  the  ninth 
inning  the  scores  of  the  opposing  teams  are  equal.  In 
the  former  case  if  ^ve  innings  have  been  contested 
before  play  is  stopped  it  is.  a  game  and  the  side  having 
the  larger  number  of  runs  to  its  credit  at  the  termina- 
tion of  play  is  the  winner;  if  the  play  is  stopped  before 
five  innings  have  been  contested  it  is  considered  that 
no  game  has  been  played.  In  the  second  case  addi- 
tional innings  are  played  until  one  team  has  scored 
more  runs  than  the  other  or  until  darkness  necessitates 
the  calling  of  the  game. 

An  inning  lasts  until  three  players  of  each  side  have 
been  put  out,  the  teams  each  being  at  bat  for  half  an 
inning  and  in  the  field  for  half  an  inning. 

When  a  game  begins  one  team  goes  into  the  field 
and  the  other  remains  at  bat.  The  home  team  has  the 
choice  of  taking  the  field  or  going  to  bat  first.  The 
players  of  the  team  having  the  first  inning  go  to  bat  in 
turn,  this  "  batting  order ''  being  observed  throughout 
the  game.  The  batsman  stands  at  the  "  plate  "  or  home 
base,  and  tries  to  hit  the  ball  when  delivered  by  the 
pitcher.  A  ball  which  passes  over  any  part  of  the  plate 
at  a  height  between  the  batsman's  knees  and  shoulders 


i  I 


-73 


w 


THE  GAME  AND  HOW  IT  IS  PLAYED   147 

is,  whether  struck  at  or  not,  a  "  strike,"  as  is  any  ball 
which  the  batsman  strikes  at  and  does  not  hit. 

The  batsman  becomes  a  base-eunner  if  he  hits  a 
fair  ball  or  at  the  third  strike,  and  is  out  if  the  third 
strike  is  caught  by  the  catcher  before  it  touches  the 
ground,  if  he  is  tagged  with  the  ball  by  an  opponent 
before  he  reaches  first  base  or  if  the  ball  is  thrown 
to  first-baseman  and  is  caught  by  him  before  the  run- 
ner reaches  that  base.  A  ball  which  is  not  a  strike  is 
a  "  ball ''  unless  it  touches  the  person  of  the  batsman. 
A  ball  which  hits  the  batsman  is  called  a  "  dead  ball," 
and  the  batsman  is  allowed  to  take  first  base,  provided 
he  does  not  offer  at  the  ball.  If  he  hits  at  the  ball  on 
his  third  strike  and  it  touches  his  person  he  is  out.  A 
hit  ball  *  which  falls  outside  of  the  "  foul  lines,"  i.  e., 
the  lines  from  home  base  to  first  base  and  from  home 
base  to  third  base  or  a  continuation  of  them,  is  a  "  foul," 
and  unless  caught  before  it  touches  the  ground  by  a 
player  of  the  opposing  team  it  counts  neither  for  nor 
against  the  batsman.  If  the  batsman  is  struck  by  a 
pitched  ball  he  is  required  to  "  take  his  base,"  that  is, 
advance  to  first  base.  If  the  pitcher  delivers  four  balls 
to  a  batsman  the  batsman  is  required  to  take  his  base 
in  the  same  way.  The  batsman  is  out  when  a  fair  ball 
or  a  foul  ball  is  caught  on  the  fly  by  an  opponent,  when 
third  strike  is  caught  by  the  catcher,  and  when,  having 

*  What  is  known  as  the  "foul-strike  rule  "  was  in  force  in  the  Na- 
tional, American  and  most  professional  leagues  last  season.  This 
rule  provides  that  with  not  more  than  one  strike  called  on  the  batsman 
a  foul  hit  ball,  unless  caught  on  the  fly,  shall  count  as  a  strike. 


148  BASEBALL 

made  a  fair  hit  or  had  three  strikes  called  on  him,  he 
is  tagged  out  or  caught  out  before  reaching  first  base. 

A  HIT  which  allows  the  runner  to  reach  first  base 
in  safety  is  called  a  "  base-hit "  or  a  "  single,"  one 
which  allows  him  to  reach  second  base  a  "  two-base- 
hit  "  or  "  two-bagger,"  one  which  gives  him  third  base 
a  "  three-base-hit  "  or  "  three-bagger  "  and  one  which 
allows  him  to  reach  home  a  "  home  run." 

Having  reached  first  base,  the  runner's  object 
is  to  advance  to  second,  and  this  he  may  do  at  any 
time  when  the  game  is  in  progress  save  when  a  foul 
ball  has  been  struck  or  when  a  fair  ball  has  been  caught 
on  the  fly.  If  a  foul  fly  or  a  fair  ball  is  caught  he 
must  hold  his  base,  or,  if  he  has  started  to  run,  must 
return  to  his  base  before  he  goes  on  again.  In  case  of  a 
fair  ball,  if  an  opponent  having  the  ball  touches  the  base 
he  has  left  before  he  returns  to  it  he  is  put  out. 

If  a  player  occupies  first  base  when  the  batsman 
makes  a  fair  hit  or  in  any  other  way  becomes  a  base- 
runner  such  player  is  "  forced  to  second  " — that  is,  he 
must  vacate  first  base  and  go  to  second.  He  is  out  if 
tagged  with  the  ball  in  the  hand  of  an  opponent  or  if 
an  opponent  having  the  ball  touches  second  base  ahead 
of  him.  In  the  same  way  a  player  on  second  is  forced 
to  third  and  a  player  on  third  is  forced  to  the  home 
plate. 

The  umpire  is  the  only  ofiicial.  He  is  judge  of  all 
plays  and  his  decisions  are  final. 


CHAPTEK   II 
FOR  THE  CAPTAIN 

Fall  trainit^g  is  valuable.  The  captain  who  can 
get  his  players  together — more  especially  the  new  can- 
didates— for  a  month  of  out-of-door  work  in  Septem- 
ber and  October  is  fortunate.  Much  can  be  taught 
then  that  otherwise  would  have  to  be  left  to  the  spring, 
and  the  spring,  especially  in  northern  latitudes,  is  none 
too  long  for  advanced  instruction  alone.  With  much 
of  the  rudimentary  work  learned  in  the  fall,  the  team 
is  by  May  likely  to  be  a  good  month  ahead  of  the  team 
whose  instruction  did  not  begin  until  February  or 
March.  Fall  work  should  be  confined  principally  to 
individual  playing.  Candidates  for  the  positions  should 
be  taught  to  catch,  throw,  bat,  and  run  the  bases.  In- 
struction in  the  finer  points  and  subtleties  of  the  game 
as  well  as  the  development  of  team-play  may  well  be 
left  until  spring.  A  four-inning  game  should  usually 
conclude  the  day's  practise  during  the  fall.  Ten  min- 
utes of  light  calisthenics  should  precede  the  work. 
Strict  training  is  not  necessary  until  spring. 

The  captain  and  manager  should  get  their  heads 
together  at  this  time  of  year  and  arrange  the  schedule 
of  games,  secure  the  services  of  a  head  coach,  if  this 

149 


150  BASEBALL 

has  not  already  been  done,  and,  in  short,  perfect  all  de- 
tails possible. 

Spring  tbaining  should  be  started  not  later  than 
the  second  week  in  February.  In  the  Xorth  the 
weather  at  that  time  will  not  permit  of  outdoor  work, 
but  much  excellent  training  may  be  obtained  in  the 
gymnasium.  Running  on  the  board  track  may  begin 
the  afternoon's  work  and  be  followed  by  limbering-up 
exercises  with  and  without  the  dumb-bells,  giving  spe- 
cial attention  to  the  muscles  of  the  arms,  legs,  and  back. 

Candidates  for  pitcher  should  be  given  daily  work 
in  the  cage  or,  if  there  is  no  cage,  at  one  side  of  the 
hall.  Exercises  with  light  dumb-bells  should  precede 
the  use  of  the  ball.  Let  the  candidates  hold  the  bells 
at  arm's  length  in  front  and  twist  them  rapidly  to  lim- 
ber the  wrists.  Then  let  them  shoot  the  bells  away 
from  the  body  with  good  hard  thrusts,  first  in  front, 
then  to  the  sides,  and  then  overhead.  At  the  begin- 
ning of  the  season  care  must  be  taken  not  to  put  too 
much  power  into  the  pitching.  Before  the  muscles 
are  stretched  it  is  absurdly  easy  to  sustain  a  strain 
serious  enough  to  keep  one  out  of  the  game  far  into 
the  spring. 

If  the  cage  is  large  enough  to  permit  of  batting, 
so  much  the  better.  Practise  in  this  feature  can  not 
be  started  too  early.  Fielders,  too,  may  obtain  good 
practise  at  stopping  grounders  in  the  cage;  in  short 
there  is  no  end  to  the  uses  to  which  a  good-sized  cage 
may  be  put  in  the  preparation  of  a  team. 


FOE   THE    CAPTAm  151 

During  this  indoor  work  the  captain — and  the 
coach  if  he  is  on  hand — should  keep  his  eyes  wide 
open.  Men  who  are  out  of  the  question  as  varsity 
material  should  be  dropped  from  the  squad  at  once 
so  that  the  weeding-out  process  will  be  simplified  when 
the  candidates  are  out  of  doors  and,  by  reason  of  being 
more  scattered,  are  harder  to  watch. 

A  week  or  two  of  outdoor  work  before  the  Easter 
vacation  interrupts  matters  is  about  all  that  can  be 
hoped  for  in  the  E^orth,  and  during  that  fortnight  it  is 
perhaps  well  to  confine  work  on  the  diamond  principally 
to  batting  and  fielding.  When  the  men  once  more 
present  themselves,  spring  training  begins  in  earnest. 

The  training  table  should  now  be  started  and 
regularity  in  meals,  sleep  and  exercise  insisted  upon. 
As  when  training  for  football  or  track  athletics,  it  is 
less  the  particular  kind  of  food  which  is  provided  as  the 
way  it  is  cooked  and  eaten  that  counts.  Secure  good, 
plain  food  for  your  men  and  see  that  it  is  cooked  well 
and  served  appetizingly.  And  insist  on  variety;  there's 
nothing  so  discouraging  to  a  man  with  symptoms  of 
overtraining  than  a  recurrence  of  the  same  old  viands 
at  every  meal.  Keep  fat  meats  and  heavy  pastry  off 
the  table.  Don't  allow  any  man  to  "  bolt "  his  food. 
The  dinner  should  come  at  night.  Care  should  be  taken 
that  the  men  do  not  overeat,  especially  before  practise 
or  a  game,  as  a  load  of  undigested  food  will  make  the 
men  sleepy  and  lazy. 

A  baseball  player  requires  plenty  of  sleep;  as  a 

11 


152  BASEBALL 

general  rule  a  full  eight  hours  and  a  half  is  none  too 
much.  Players  in  training  should  observe  regular 
hours. 

Don't  allow  your  men  to  appear  on  the  field  for 
any  game  looking  less  than  spick  and  span.  Old  faded 
shirts  and  dirty  trousers  may  do  for  practise — though 
there  are  two  opinions  as  to  that — but  they  are  not 
allowable  in  a  contest.  The  time  when  a  disreputable 
appearance  was  popularly  believed  to  be  the  mark  of 
a  star  player  has,  fortunately,  passed.  Nowadays  it  is 
good  form  to  look  like  a  gentleman  instead  of  a  tramp 
— even  on  the  diamond. 

The  captain  or  trainer  should  see  that  the  men  are 
properly  protected  when  the  grounds  are  wet,  particu- 
larly in  the  early  season.  Stockings  of  wool  should 
cover  the  ankles  and  knees.  Ball  players  are  especially 
liable  to  rheumatism,  and  wet  grounds  are  very  likely 
to  produce  it. 

Each  man  should  receive  a  good  brisk  massage  treat- 
ment over  the  working  muscles  every  day.  The  dress- 
ing-rooms should  be  warm  and  absolutely  free  from 
drafts. 

The  ideal  position  for  the  captain  to  occupy  is 
in  the  infield.  From  there  he  can  keep  in  touch  with 
his  pitcher  and  can  better  keep  his  infield  together  when 
the  plays  are  complicated.  There  should  also  be  an 
outfield  captain,  who  should  keep  the  outfield  up  to 
its  work  and  direct  the  playing  there. 

The  captain  should  have  a  thorough  knowledge  of 


FOR   THE    CAPTAIN  153 

the  game  inclusive  of  the  fine  points  of  playing.  He 
should  also  be  able  to  formulate  strategic  combinations 
and  know  when  to  use  them.  He  should  be  a  hard 
worker  himself  and  encourage  his  men  to  work  hard 
as  well.  He  should  be  unsparing  of  criticism  and  gen- 
erous with  praise. 


CHAPTEK   III 

BATTING 

Form  is  an  essential  feature  of  successful  batting. 
The  young  player  who  earnestly  desires  to  amount  to 
something  as  a  batsman  should  study  the  work  of  the 
professionals  whenever  possible  and  pattern  his  own 
style  of  standing  and  hitting  on  theirs.  To  be  sure, 
all  professional  ball  players  do  not  bat  in  the  same  fash- 
ion any  more  than  do  all  amateurs,  but  the  tyro  will 
be  quite  safe  in  fashioning  his  form  on  that  of  any  one 
of  them  whose  last  season's  average  was  .350  per  cent 
or  better.  A  high  average  is  the  best  of  recommenda- 
tions for  any  style  of  stick  work.  In  the  present  treatise 
an  attempt  is  made  to  aid  the  young  player  in  attain- 
ing proficiency  with  the  bat,  but  the  claim  is  not  made 
that  the  style  described  is  absolutely  the  best  for  all 
players ;  only  that  it  is  one  of  many  good  styles  and  well 
adapted  to  the  beginner. 

The  position  is  half  the  battle.  Whether  you  are 
a  right-handed  or  a  left-handed  batter,  stand  up  to  the 
plate  so  that  no  matter  where  the  ball  comes,  so  long 
as  it  is  over  any  part  of  the  rubber,  you  can  reach  it 
without  leaning.  To  stand  far  away  from  the  plate  is 
usually  a  confession  of  weakness;  to  toe  it  requires  a 
retreat  before  you  can  handle  a  ball  coming  close  in. 

154 


BATTING  155 

Stand  about  three-quarters  facing  the  pitcher,  hold  the 
bat  well  up  on  the  handle  and  let  it  lie  back  easily  in 
the  grasp.  Do  not  swing  it  back  until  it  is  behind  you, 
but  keep  it  in  front  rather  than  back  of  the  body.  In 
this  position — the  hands  being  just  above  the  level  of 
the  belt — it  is  possible  to  reach  every  sort  of  delivery 
with  a  minimum  of  exertion,  in  the  quickest  time  and 
without  disturbing  the  balance  of  the  body.  If  you  are 
a  right-handed  batter  let  the  weight  of  the  body  rest 
upon  the  right  foot,  which  should  be  a  good  twenty 
inches  back  of  the  plate,  until  the  ball  has  left  the 
pitcher's  hand.  Then  step  forward  with  the  left  foot 
in  whatever  direction  and  to  whatever  distance  is  re- 
quired. If  you  are  a  left-handed  batter  reverse  the 
position  and  movement. 

Use  the  "wrist  motion"  in  hitting  the  ball;  that 
is,  do  not  swing  arms  and  shoulders  back  and  club  at 
the  ball  as  though  you  were  chopping  down  a  tree,  but 
let  the  motion  come  from  the  wrists  and  a  slight  swing 
of  the  arms,  the  shoulders  remaining  comparatively 
motionless.  Swinging  back  with  the  whole  upper  body 
disturbs  the  balance,  makes  it  difficult  to  judge  the 
ball  and  renders  it  possible  for  the  pitcher  to  do  very 
effective  work  with  an  occasional  drop  which  this  style 
of  batting  is  totally  unfitted  to  meet.  By  using  the 
wrist  motion  you  will  be  able  to  wait  until  the  ball  is 
almost  up  to  you  before  swinging,  and  so  will  more 
often  know  what  you  are  trying  for. 

If  you  can,  learn  to  bat  left-handed.    All  else  being 


156  BASEBALL 

equal,  the  left-handed  man  has  a  far  better  chance  of 
reaching  first,  since  the  very  act  of  hitting  starts  him 
in  that  direction,  while  the  right-handed  batsman  un- 
dergoes a  moment  of  recovery  before  he  can  start  and 
then  has  a  greater  distance  to  cover.  The  superiority 
of  the  left-hander's  position  is  strongly  shown  when  it 
comes  to  bunting.  To  tap  the  ball  and  get  into .  his 
stride  is  almost  one  motion,  and  very  frequently  he  is 
well  started  before  the  ball  has  struck  the  ground. 

When  you  face  the  pitcher  look  as  though  you  had 
confidence,  whether  you  have  or  not.  To  show  nerv- 
ousness is  playing  into  the  pitcher's  hands.  Do  not 
swing  your  bat  l)ack  and  forth  and  do  not  keep  shifting 
your  weight  or  moving  your  feet  about.  Take  your 
stand,  get  into  an  easy  position,  keep  your  eyes  on  the 
pitcher  until  he  pitches  and  then  on  the  ball  and  don't 
try  for  anything  that  isn't  good.  A  common  fault  of 
young  players  is  hunting  after  all  sorts  of  wild  deliv- 
eries, reaching  far  out  for  them,  putting  their  bats 
above  their  heads  to  pull  them  down  and  even  trying 
to  scoop  them  out  of  the  dirt.  Their  excuse  is  invari- 
ably the  same :  "  I  thought  if  I  did  reach  it  I  could 
send  it !  "  The  art  of  waiting  is  one  of  the  most  valu- 
able and  most  difficult  to  acquire.  Eemember  that  you 
are  at  the  plate  to  make  runs  for  your  team,  but  not 
necessarily  to  score  them  yourself.  If  a  runner  is  on 
second  a  base  on  balls  is  as  good  fate  as  can  ordinarily 
happen  to  you.  Don't  try  to  make  a  home  run  out  of 
a  wild  pitch.     Insist  on  having  the  ball  put  over  the 


BATXmGF  157 

plate.  If  the  pitcher  puts  it  there  try  your  best  to  hit 
it;  if  he  doesn't,  trot  to  first.  Play  safely  if  you  want 
to  score;  a  base  in  the  hand  is  worth  four  in  the  bush. 

Whatever  you  do,  don't  pull  away  from  the  plate. 
Stand  up  to  it — not  necessarily  on  top  of  it,  however — 
and  hit  from  that  position.  Don't  pull  away.  Show 
aggression.  Look  determined  and  confident,  but  don't 
let  overeagerness  lead  you  astray.  Be  ready  to  hit  the 
first  ball  which  comes;  in  many  cases  the  first  delivery 
is  a  good  honest  strike,  and  the  batter  who  allows  it 
to  go  by  because  unprepared  finds  himself  half  defeated 
at  the  outset.  When  you  hit,  swing  quick  and  sharp, 
but  don't  try  to  "  kill  the  ball."  Don't  start  while  the 
ball  is  still  far  off  and  swing  around  slowly  in  the  hope 
of  connecting  bat  and  ball,  but  wait  until  the  last  mo- 
ment that  safety  allows  and  then  swing  with  a  snap. 
In  this  way  you  have  the  ball  under  observation  until 
it  is  almost  up  to  you,  by  which  time,  if  it  is  a  curve, 
it  has  "  broken  "  and  you  know  what  you  are  in  for. 

As  a  rule,  do  not  advance  beyond  the  plate  toward 
the  pitcher;  sometimes,  however,  it  is  a  good  idea  to 
step  up  on  a  ball  and  meet  it  before  it  curves. 

Each  player  should  get  a  bat  that  suits  him  and  use 
it  all  the  time.  ^Nothing  will  injure  one's  confidence 
more  than  to  take  a  different  bat  every  time  he  goes 
to  the  plate. 

Bunting  is  a  form  of  batting  which  has  great  possi- 
bilities. A  good  hunter,  especially  if  he  is  a  left-handed 
batter,  can  "  lay  the  ball  down  "  for  a  base-hit  four 


158  BASEBALL 

times  out  of  five.  The  principal  thing  in  bunting  is  to 
hold  the  bat  rather  loosely  and  to  allow  the  ball  to  hit 
it  instead  of  having  it  hit  the  ball.  If  a  pitcher  knows 
you  are  trying  to  bunt  he  will  give  you  only  high  balls, 
which  are  extremely  hard  to  turn  into  successful  bunts. 
For  this  reason  try  to  conceal  your  intention  until  the 
delivery  is  made.  I^ever,  save  when  a  desperate  meas- 
ure demands,  try  to  bunt  a  ball  that  is  not  about  waist 
high  and  over  some  part  of  the  plate.  An  extremely 
low  ball  is  almost  as  uncertain  as  a  high  one,  while  to 
go  after  a  wild  pitch  with  your  bat  held  for  a  bunt  is 
a  ridiculous  procedure.  When  meeting  a  fast  ball  for 
a  bunt  put  the  bat  farther  out  and  draw  it  back  gently 
so  that  the  ball  strikes  the  stick  while  the  latter  is 
"giving."  The  bat  may  be  held  firmly,  but  there 
should  be  no  tight  gripping  of  it.  On  a  slow  ball  it 
is  best  to  hold  the  bat  still  and  deaden  the  impact  by 
grasping  it  so  loosely  that  there  will  be  considerable 
recoil. 

Get  all  the  practise  you  can,  and — in  practise,  not 
in  playing — don't  be  too  particular  what  sort  of  a  ball 
is  handed  you;  the  ability  to  hit  a  poor  delivery  once 
in  a  while  is  a  great  advantage,  and  besides  it  is  only 
by  becoming  acquainted  with  all  sorts  that  you  will 
be  able  to  distinguish  readily  the  good  from  the  bad. 

In  a  game  study  the  pitcher;  remember  that  he 
will  probably  try  to  give  you  what  he  thinks  you  are 
not  expecting;  fool  him  by  expecting  something  else. 
Keep  a  sharp  watch  out  for  curves.  Have  confidence 
in  yourself. 


CHAPTER   IV 
BASE-RUNNING 

The  best  base-runner  is  not  necessarily  tbe  man 
who  takes  the  biggest  risks  nor  the  fastest  runner. 
Results  are  what  count.  Care  is  just  as  essential  in 
running  bases  as  in  batting;  the  player  who  swings  at 
every  ball  thrown  him  will  have  very  few  hits  to  his 
credit,  and  in  the  same  way  the  player  who  tries  to 
steal  a  base  whenever  there's  one  handy  will  score  few 
runs.  As  a  general  thing,  it  is  the  man  who  keeps  his 
eyes  wide  open,  who  is  quick  on  his  feet,  who  can  run 
fast  and  who  is  not  afraid  to  slide  head  first  or  feet 
first  that  makes  the  successful  base-runner.  The  man 
who  really  has  his  eyes  wide  open  is  a  man  who  uses 
care. 

Getting  to  First. — In  the  first  place,  get  to  first 

base.    Unless  you  do  you'll  find  difficulty  in  doing  much 

running.  If  you  have  hit  to  the  infield  don't  jump  to  the 

conclusion  that  you  are  out.    Get  to  first  as  fast  as  your 

legs  will  carry  you  and  don't  stop  until  you  have  crossed 

it.     Even  if  you  see  the  ball  slam  into  the  baseman's 

mitt  don't  slow  up;  run  faster;  maybe  he  will  drop  it; 

they  often  do.    If  your  hit  has  been  a  poor  one  there's 

all  the  more  reason  that  your  run  to  first  should  be  a 

159 


160  BASEBALL 

good  one.  It  often  happens  that  the  best  infielder  is 
rattled  by  being  hurried,  and  when  you  remember  that 
the  fielder  must  pick  up  your  hit  and  throw  it  accu- 
rately and  that  first-baseman  must  catch  it  and  get  one 
foot  on  the  base  before  you  reach  it,  your  chance  of 
getting  safely  to  first  doesn^t  look  so  dim.  Never  take 
it  for  granted  that  you  are  out. 

When  running  to  first  you  are  confronted  by  the 
question  whether  to  overrun  that  base  or  turn  for  a  try 
for  second.  If  you  turn  you  stand  a  chance  of  being 
put  out  if  first-baseman  has  the  ball  before  you  get  back 
to  the  bag;  moreover,  you  will  have  to  slow  down  a 
little  in  order  not  to  lose  ground  on  the  turn.  Unless 
you  know  where  the  ball  is,  play  it  safe  and  overrun. 
Usually,  however,  you  will  have  a  pretty  fair  idea  of 
the  ball's  location  and  can  govern  yourself  accordingly. 
On  an  infield  hit  hold  first.  On  a  fly  to  outfield  turn 
short  and  be  prepared  to  go  on  to  second  in  the  event 
of  a  muff  by  the  outfielder.  On  a  long  drive  into  left 
outfield  you  will  usually  be  safe  if  you  make  the  turn, 
while  on  a  similar  drive  into  right  outfield  you  had 
better  overrun,  since  in  the  latter  case  the  distance  the 
ball  has  to  cover  to  reach  first  is  much  less.  But  on 
all  hits  that  seem  to  you  good  for  two  bases  make  your 
turn  at  first  and  be  ready  to  go  on  or  retreat  as  devel- 
opments require.  As  a  rule  do  not  slide  for  first  base ; 
you  can  run  it  out  quicker.  But  if  you  do,  go  head 
first,  as  it  will  sometimes  make  the  decision  look  so 
close  that  the  umpire  will  favor  you. 


BASE-EU:NNI]SrG  161 

Getting  to  Second. — In  starting  for  second  don't 
take  too  much  lead.  Stand  back  from  the  line,  get 
where  you  are  certain  of  being  able  to  retreat  to  first 
ahead  of  the  ball  and  poise  yourself  so  that  you  are  in 
good  position  to  either  go  forward  or  back.  Keep  on 
your  toes  and  don't  become  "  anchored  "  for  an  in- 
stant. This  does  not  mean  that  it  is  necessary  to  keep 
jumping  up  and  down  like  an  Indian  in  a  war-dance; 
that  wears  you  out  more  than  the  pitcher.  Simply 
keep  your  eyes  open  and  be  ready  any  moment  to  go 
on  to  second  or  back  to  first.  When  you  return  on  a 
throw  go  back  of  the  baseman  and  get  your  right  hand 
on  the  bag.  Move  down  with  the  pitcher's  arm  and 
back  when  the  catcher  receives  the  ball.  Watch  out 
for  an  unexpected  throw  to  first  by  the  latter.  When 
once  started — and  a  great  deal  depends,  as  in  a  sprint, 
on  that  start — never  look  back;  put  your  eyes  on  the 
second-baseman  and  watch  for  his  catch.  If  he  is  stand- 
ing in  front  of  the  bag  prepared  to  make  the  catch  in 
front  of  him,  slide,  if  you  have  to  slide,  around  back, 
getting  the  left  hand  on  to  the  base.  In  such  a  case  go 
head  foremost.  If  the  baseman  has  his  arms  overhead 
to  take  a  high  throw,  slide  inside  of  the  bag  feet  fore- 
most. As  in  running  for  first,  don't  take  anything  for 
granted ;  recover  instantly,  so  that  in  case  of  a  muff  you 
can  start  out  for  third.  It  is  in  seeing  just  such  chances 
and  making  the  most  of  them  that  good  base-runners 
win  out. 

Getting  to  Third. — If  the  runner  on  second  takes 


162  BASEBALL 

a  good  lead  and  watches  third-baseman  carefully  third 
base  is  not  hard  to  steal;  and  once  there  the  runner 
can  score  on  a  passed  ball  or  outfield  fly.  The  average 
pitcher  is  bothered  by  the  presence  of  a  runner  on 
third  base. 

Coaching. — Base-running  depends  largely  for  its 
success  on  the  coachers.  It  is  customary  for  a  runner 
on  first  to  watch  the  pitcher's  arm  while  the  coacher 
keeps  an  eye  on  the  baseman.  But  while  the  coacher 
is  of  great  aid  to  the  runner  in  guarding  against  a  put- 
out  at  fii^t  on  a  throw  from  pitcher  or  catcher,  yet  the 
runner  should  himself  be  the  judge  of  the  opportunity 
for  a  steal,  imless,  of  course,  the  batsman  has  signaled 
for  it.  With  the  runner  on  second  the  coacher,  either 
from  first  or  third,  again  gives  his  attention  to  the  base- 
man and  also  to  short-stop  while  the  runner  watches 
the  ball.  The  best  place  from  which  to  coach  second  is 
back  of  third,  since  the  runner's  gaze  is  naturally  in 
that  direction  and  a  motion  of  the  coacher's  hands  is  as 
readily  understood  as  verbal  directions.  The  coach  at 
third  may  be  of  assistance  to  the  runner  when  the  latter 
makes  the  turn  to  run  for  home  by  bracing  him  at  the 
base. 

Signals  well  understood  by  all  the  players  are  a 
necessity  and  are  most  valuable  in  allowing  the  base- 
runners  and  the  batsman  to  work  together. 


CHAPTEE   Y 

FIELDING 

Fielding  is  the  defensive  side  of  baseball.  A  game 
could  not  be  won  by  fielding  only,  yet,  on  tbe  other 
hand,  with  an  absolutely  perfect  exhibition  of  fielding 
a  team  could  prevent  the  opponents  from  winning. 
Team  batting,  in  which  the  batsman  and  the  base-run- 
ners work  together,  is  the  perfection  of  the  offensive 
game ;  team  fielding,  in  which  the  battery  and  the  field- 
ers work  together,  is  the  perfection  of  the  defensive 
game.  Every  man  has  a  duty  to  perform  on  every  play 
no  matter  how  far  distant  from  his  position  that  play 
may  be.  In  the  same  way  every  man  should  know  what 
every  other  man  will  do  on  every  play.  It  is  this  know- 
ing beforehand  what  to  do  yourself  and  what  to  expect 
of  your  fellow  players  that  constitutes  team-play;  and 
it  is  team-play  that  wins  the  game. 

The  theory  of  fielding  is  to  get  as  many  men  as 
possible  where  the  attack  is;  there  is  strength  in  num- 
bers. When  the  ball  is  hit  every  fielder  save  those 
whose  duty  it  is  to  "  back  up  "  should  move  in  the  di- 
rection in  which  the  ball  is  going.  This  does  not  mean 
that  they  are  to  leave  their  own  positions  unprotected, 
only  that  they  are  to  shift  slightly  toward  where  the 

163 


164  BASEBALL 

play  is,  thus  concentrating  the  team's  strength  where 
it  will  be  required.  The  accompanying  diagrams  illus- 
trate this  principle  of  concentration,  the  black  dots 
showing  the  regular  positions  of  the  men,  the  dotted 
lines  and  the  circles  their  movement  and  positions  when 
the  ball  is  fielded  and  the  arrow  the  direction  and 
length  of  the  hit. 


-•*-o 


Diagram  H. — A  fly  to  right  field. 

In  Diageam  H  the  hit  is  a  fly  into  right  field.  The 
ball  is  right-fielder's,  but  as  one  man  should  never  be 
left  to  field  the  ball  alone  center-fielder  goes  after  it 
also.  Presuming  that  there  are  no  runners  on  bases, 
second-baseman  starts  in  the  direction  taken  by  the 
ball  and  only  stops  when  he  sees  it  safely  fielded.  Left- 
fielder  also  moves  toward  the  ball,  since  there  is  no 


riELDi:N^G  165 

possibility  of  its  coming  into  his  territory,  and  if  he  is 
nearer  the  scene  of  action  he  may  find  a  chance  to 
make  himself  useful.  Short-stop  covers  second  base, 
and  third-baseman  moves  over  to  back  him  up.  Pitcher 
backs  up  first  base  and  catcher  runs  into  the  infield 
where  he  is  in  position  to  go  to  the  assistance  of  any 
player  thereabouts.  This  is  only  one  arrangement  of 
the  team  for  a  play  of  this  sort;  several  others  are 
possible,  and  every  coach  has  his  own  ideas  on  the  sub- 
ject. 

With  men  on  the  bases  the  situation  would  be  al- 
tered.   For  instance,  with  a  runner  on  second,  second- 


/ 
/ 

I 

I 
I 
I 


O 


Diagram  I. — ^A  ground  hit. 

baseman  would  cover  his  bag  and  third-baseman  would 
cover  his.  With  a  man  on  third,  the  catcher  would 
have  to  guard  the  plate. 


166  BASEBALL 

In  Diagram  I  the  hit  is  a  grounder  to  third-base- 
man. Short-stop  goes  to  his  assistance,  supposing  as 
above  that  the  bases  are  empty.  Left-fielder  runs  in 
to  take  the  ball  in  case  it  gets  by  the  infield.  Center- 
fielder  moves  toward  the  play.  Pitcher  backs  up  first, 
and  so  does  right-fielder.  Catcher  runs  into  the  in- 
field. 


O' 


Diagram  J. — An  infield  fly. 

In  Diagram  J  the  hit  is  an  infield  fly  to  first-base- 
man. Second-baseman  goes  to  his  aid,  as  does  right- 
fielder.  Pitcher  covers  first  and  catcher  backs  him  up. 
Center-fielder  and  left-fielder  move  toward  the  play. 
Short-stop  covers  second  base  and  third-baseman  runs 
into  the  infield. 

In  Diagram  K  the  hit  is  a  slow  bunt  toward  third. 


FIELDmG  167 

Third-baseman  gets  the  ball.  Short-stop  goes  to  aid. 
Left-fielder  comes  in,  as  does  center-fielder.  Second- 
baseman  covers  his  bag.  Pitcher  backs  up  first  and 
right-fielder  comes  in  for  the  same  purpose.  Catcher 
runs  into  the  infield,  being  careful  not  to  get  into  the 
way  of  the  throw  to  first. 


Diagram  K. — A  bunt  toward  third  base. 

Unison  of  field  play  is  everything;  without  it  there 
can  be  no  real  success. 

There  can  be  no  arbitrary  apportionment  of  terri- 
tory among  the  nine  players,  but  each  of  them  has  a 
certain  district  to  cover  which  may  be  said  to  be  his 
and  for  the  guarding  of  which  he  may  be  held  account- 
able.    In  a  general  way  these  districts  are  arranged  as 

in  Diagram  L.   The  catcher  is  required  to  look  after  all 
12 


168  BASEBALL 

balls  "  laid  down  "  in  front  of  the  plate  and  all  fouls 
about  the  plate  and  behind  it.  Pitcher  fields  flies  and 
bunts  as  indicated  by  the  arcs,  his  territory  having  espe- 
cially variable  boundaries  where  it  adjoins  those  of 


Diagram  L. — Approximate  apportionment  of  territory  of  baseball 

players. 

first-baseman  and  third-baseman.  As  a  general  rule 
it  may  be  said  that  any  ball  that  may  be  obtained  by 
the  pitcher  while  occupying  his  position  or  by  moving 
to  the  right  and  forward  or  to  the  left  and  forward  up 
to  a  distance  of  ten  feet  from  the  plate  belongs  to 
him. 

First-baseman  takes  all  fair  balls  from  the  foul  line 
to  the  second-baseman's  territory,  and  from  about  ten 
feet  in  front  of  base  to  fifteen  feet  back  of  it.  First-base- 
man and  third-baseman  should  take  all  fouls  not  plainly 


FIELDmG  169 

belonging  to  the  fielders  behind  them  or  to  the  catcher. 
As  a  general  thing  it  is  best  for  the  pitcher  never  to 
try  for  fouls.  The  territories  of  the  other  players  are 
indicated  by  the  diagram.  It  is  not  good  policy  for 
the  second-baseman  or  short-stop  to  go  much  behind 
the  base-lines  for  flies. 

In  every  case  of  a  fly  ball  the  man  to  whom  it  be- 
longs should  be  called,  if  in  the  infield  by  the  infield 
captain  and  if  in  the  outfield  by  the  outfield  captain. 
With  a  player  once  called  the  ball  is  his  and  no  other 
player  should  attempt  the  catch  or  claim  it,  no  matter 
what  his  opinion  in  the  matter  may  be. 

When  throwing  to  bases  fielders  should  try  to  put 
the  ball  below  the  baseman's  shoulder.  A  high  catch 
necessitates  a  long  downward  motion  before  the  ball 
can  be  put  on  the  runner,  and  besides  that  is  more  difii- 
cult  to  catch,  and  if  it  does  go  over  the  baseman's  head 
means  another  base  for  the  runner  unless  the  baseman 
is  well  backed  up. 

In  stopping  grounders  place  the  heels  together 
and  spread  the  feet  at  a  wide  angle.  If  you  miss  the 
ball  the  chance  of  its  going  between  your  legs  is  slight. 
Outfielders  in  throwing  to  the  plate  should  try  to  get 
the  ball  into  the  catcher's  hands  on  a  long  bounce  un- 
less they  are  sure  of  getting  it  to  him  safely  on  the  fly. 
Throw  to  a  point  inside  of  the  plate;  never  make  the 
catcher  move  outside  of  the  foul-lines  to  catch  it. 


CHAPTEE   YI 
THE  POSITIONS— I.  THE  BATTERY 

The  pitcher  shares  with  the  catcher  the  honor  of 
being  the  most  important  member  of  the  nine,  while 
the  title  of  being  the  hardest-worked  member  is  his 
without  protest.  A  man  who  is  able  to  pitch  good 
ball  is  not  necessarily  as  good  a  man  for  the  position 
as  one  who  can  pitch  not  quite  so  well ;  there  are  other 
things  besides  pitching  ability  entering  into  it.  Cool- 
ness under  the  most  exciting  circumstances,  steadiness 
under  all  provocation  and  good  judgment  in  the  selec- 
tion of  deliveries  are  prime  essentials.  Good  nature 
is  not  insisted  upon,  for  good  nature  is  very  likely  to 
be  synonymous  with  indifference  and  even  laziness.  A 
spice  of  temper  is  an  excellent  thing  in  a  pitcher,  just 
so  long  as  he  doesn't  let  it  get  the  better  of  him. 

It  is  not  possible  for  any  one  to  learn  from  a  book 
how  to  pitch  well.  Instruction  from  some  one  who 
knows  how  and  constant,  patient  practise  are  what  are 
necessary.  At  the  same  time  it  is  possible  to  give  here 
certain  instructions  which  may  be  advantageously  stud- 
ied by  beginners. 

The  muscles  most  concerned  in  pitching  are  the 
arm,  shoulder  and  back  muscles.    Don't  develop  a  style 

170 


THE   BATTERY  171 

which  depends  entirely  upon  the  arm;  if  you  do  you 
will  never  make  a  strong  pitcher,  but  will  ultimately 
give  out.  Make  the  back  share  the  work  with  the  arm. 
Don't  go  through  any  more  evolutions  than  necessary; 
find  a  position  that  will  allow  you  to  maintain  your 
balance  every  instant  until  the  ball  has  left  your  hand 
and  that  will  then  allow  you  to  recover  it  at  once.  If 
you  are  not  back  in  position  by  the  time  the  ball  reaches 
the  batter  your  chance  of  fielding  a  ball  coming  into 
the  box  is  very  small.  It  is  not  the  contortions  gone 
through  with  before  the  delivery  that  make  a  pitcher's 
work  effective;  skill,  strength  and  control  over  the  ball 
are  what  count. 

Learn  one  style  and  stick  to  it.  Let  the  swing  be 
long  enough  to  enable  you  to  put  speed  into  the  de- 
livery and  yet  not  so  long  that,  when  the  batsman 
reaches  the  base,  you  must  shorten  it  to  hold  him 
there. 

Control  of  ball  is  the  first  thing  to  learn.  The 
pitcher  who  has  this,  even  if  his  curves  are  not  espe- 
cially dangerous,  will  average  up  better  at  the  end  of 
the  season  than  the  brilliant  "  twirler  "  who  is  never 
quite  sure  what  his  delivery  is  going  to  be.  Speed  is 
effective  at  times,  slowness  at  other  times.  Diversify 
your  delivery  and  puzzle  the  batsman.  For  the  be- 
ginner the  out  curve,  both  fast  and  slow,  the  in  curve, 
the  drop  and  the  slow  ball  are  sufficient  when  varied 
with  a  speedy  straight  ball. 

The  out  cukve  is  obtained  by  holding  the  back  of 


172  BASEBALL 

the  hand  down,  the  ball  being  securely  held  with  the 
thumb  and  the  next  two  fingers.  The  motion  is  a 
sweeping  side  arm  motion,  the  ball  leaving  the  hand 
over  the  tip  of  the  first  finger.  The  palm  is  turned 
up  as  the  ball  leaves  it.  In  the  slow  out  curve  the 
ball  is  momentarily  gripped  tightly  just  as  it  is  re- 
leased. In  the  fast  out  curve  the  ball  is  sent  away  with 
a  snapping  motion  of  the  wrist.  This  ball,  sent  high, 
is  usually  effective  against  a  left-handed  batsman. 

The  in  curve  is  obtained  by  gripping  the  ball  as 
for  the  out  curve,  but  holding  the  hand  with  the  little 
finger  toward  the  ground.  The  side  arm  motion  is  used 
and  the  ball  goes  away  under  the  first  two  fingers,  the 
palm  being  brought  slightly  up. 

The  Dkop  is  obtained  by  holding  the  ball  in  the 
hand  as  for  the  out  curve,  the  back  of  the  hand  being 
perfectly  flat  with  relation  to  the  ground.  The  motion 
is  a  distinct  overarm  motion,  the  sweep  being  made 
above  the  shoulder  and  the  ball  leaving  the  hand  over 
the  tips  of  the  first  two  fingers.  At  the  moment  of 
delivery  the  palm  is  turned  sharply  down.  It  is  possi- 
ble by  combining  a  snapping  motion  of  the  arm  with 
the  wrist  turn  to  make  the  drop  an  out  curve  as  well. 

The  Slow  Ball. — Becently  what  is  known  as  the 
slow  ball  has  been  made  to  do  great  execution  by  some 
pitchers.  It  is  especially  effective  when  following  two 
or  three  fast  balls,  as  the  change  of  pace  is  so  great  as 
to  fool  even  the  most  experienced  batters.  For  this 
the  ball  is  held  far  back  in  the  palm.     The  ordinary 


THE   BATTERY  173 

motion  for  a  fast  ball  is  used,  but  a  retarding  grip  with 
the  fingers  as  it  leaves  the  hand  causes  it  to  revolve 
rapidly  and  the  friction  with  the  air  lessens  its  speed. 

The  pitcher  should  study  the  batsman  in  every  case. 
If  he  is  timid  and  undecided  a  few  fast  straight  balls 
may  send  him  back  to  the  bench.  If  he  is  experienced 
and  determined  you  will  need  all  your  cunning.  For 
a  left-handed  batsman  high  curves  close  in  with  an 
occasional  slow  ball  make  excellent  medicine.  When 
the  batsman  is  looking  for  a  sacrifice  keep  the  ball  high, 
change  the  pace  often  and  try  a  slow  ball  in  the  hope 
of  having  him  knock  up  an  infield  fly.  If  he  is  after 
a  bunt  see  that  the  ball  never  goes  to  him  waist  high; 
offer  him  everything  save  that. 

Don't  depend  too  much  on  curves;  command  a  good 
swift  straight  ball  and  rely  upon  change  of  pace  to  re- 
lieve you  in  a  tight  place.  Remember  that  what  you 
are  trying  for  is  to  compel  the  batsman  to  hit  just  the 
ball  he  doesn't  want  to.  Don't  lose  sight  of  the  fact  that 
you  have  a  number  of  men  behind  you  who  are  waiting 
for  something  to  do.  Don't  be  afraid  to  allow  hits; 
it  is  better  to  have  a  batsman  fielded  out  at  first  than 
to  give  him  his  base.  Try  to  make  your  first  delivery 
tell;  every  batsman  acknowledges  the  spice  of  discour- 
agement that  follows  upon  having  the  first  delivery 
scored  against  him. 

Fielding. — A  pitcher's  duty  does  not  end  with 
pitching  the  ball;  he  is  also,  to  some  extent,  a  fielder, 
and  while  in  this  line  his  work  should  be  as  light  as 


174  BASEBALL 

possible  yet  what  he  has  to  do  should  be  done  well. 
His  territory  is  not  large,  but  it  is  important.  On  any 
hit  outside  of  his  territory  he  should  run  to  first  base, 
crossing  the  base-line  ahead  of  the  runner,  in  order  to 
back  up  the  baseman.  This  is  an  important  duty.  If 
he  has  pitched  wild  or  in  case  of  a  passed  ball  he  should 
move  toward  the  plate  and  cover  it  instantly  when  nec- 
essary. As  a  general  thing  he  should  not  attempt  to 
handle  bunts  in  the  direction  of  third  base,  since  he 
must  turn  before  he  can  throw  to  first.  Bunts  toward 
first,  unless  very  short,  should  be  left  to  that  player. 
On  any  hit  that  takes  the  first-baseman  far  from  base 
the  pitcher  should  cover  first. 

Unless  an  infield  hit  is  where  he  can  get  it  surely 
the  pitcher  should  let  it  alone.  If  he  tries  for  it  and 
merely  succeeds  in  deflecting  it  from  its  course  he  does 
more  harm  than  good.  Discretion  in  fielding  is  very 
necessary  on  his  part;  what  to  try  for  and  what  to  let 
alone  is  something  that  will  bother  him  a  great  deal — 
at  all  events,  until  he  has  gained  some  experience.  After 
he  has  worked  with  his  infielders  for  a  season  he  will 
know  instantly  what  to  do  in  any  contingency.  Until 
then  a  good  rule  to  follow  is:  When  in  doubt  let  it  go. 

TuE  CATCHER  is  of  scarccly  less  importance  than 
the  other  member  of  the  battery.  His  position  is  an 
extremely  exacting  one  and  calls  for  the  exercise  of 
much  steadiness,  good  humor,  quick  judgment  and  gen- 
eralship. A  cool,  steady  catcher  will  often  save  the 
day  for  his  team  when  the  pitcher  and  the  entire  in- 


THE   BATTEKY  175 

field  are  "  up  in  the  air/'  Becoming  "  rattled  "  is  the 
one  unpardonable  sin  that  a  catcher  can  commit.  The 
more  the  catcher  resembles  an  inanimate  back-stop  the 
more  useful  he  is;  a  brilliant  man  is  nine  times  out  of 
ten  erratic,  and  back  of  the  plate  is  the  last  place  to 
put  an  erratic  player.  Of  two  men,  one  of  whom  is 
capable  of  brilliant  plays  but  uncertain  withal  and  the 
other  of  whom  is  slow  but  practically  certain  to  stop 
every  ball  pitched,  choose  the  latter.  When  certainty 
in  catching  is  coupled  with  speed  in  throwing  to  bases 
the  ideal  catcher  is  in  sight.  If  besides  these  merits 
he  is  also  a  man  who  will  not  get  rattled  with  three 
men  on  bases  and  the  pitcher  going  to  pieces  he  is  a 
gift  from  the  gods. 

Throwing  to  Bases. — The  good  catcher  must  have 
a  strong  throwing  arm  and  be  able  to  use  it  quickly 
and  with  certainty;  throwing  to  bases  is  almost  as  im- 
portant as  catching  the  deliveries.  Take  a  position 
well  under  the  bat.  Experience  has  shown  that  this 
position  is  much  less  dangerous  than  the  old  one,  where 
the  catcher  stood  some  two  paces  back,  and  that  it  ren- 
ders a  pitcher's  work  more  certain.  In  football  it  is 
always  the  careful  player  who  gets  hurt;  in  the  same 
way  it  is  likely  to  be  the  careful  catcher,  the  one  who 
tries  to  save  himself,  when  the  runner  comes  to  the 
plate,  for  instance,  who  is  injured.  Be  aggressive. 
Keep  your  left  foot  slightly  in  advance  of  the  right, 
so  that  by  straightening  up  and  taking  one  step  forward 
with  the  latter  foot  you  will  be  in  position  to  throw  to 


176  BASEBALL 

base.  The  throw  to  first  or  third  should  be  a  short, 
quick  snap,  while  to  get  the  ball  down  to  second  it  is 
necessary  to  steady  yourself  well  and  make  a  high  over- 
arm throw,  starting  the  ball  with  sufficient  elevation 
to  have  it  carry.  Of  course,  if  possible,  the  ball  should 
reach  the  baseman  low  enough  for  him  to  tag  the  run- 
ner instantly.  But  the  main  thing  is  to  get  the  ball 
down  to  him  as  quickly  as  you  can,  and  if  you  do  this 
so  that  the  ball  reaches  him  in  time  for  a  put-out  he 
will  forgive  you  much  in  the  matter  of  location. 

Except  when  a  runner  has  started  to  steal  the 
catcher  should  not  throw  to  base  unless  signaled  by  the 
baseman  to  do  so.  Don't  throw  to  bases  just  to  be 
doing  it.  It  is  not  always  necessary  to  respond  to  a 
baseman's  call.  Use  your  own  judgment  in  the  matter 
and  save  your  arm  whenever  you  think  the  situation 
does  not  warrant  a  throw. 

Signaling. — ^As  a  general  thing  it  is  best  for  the 
catcher  to  give  the  signals  to  the  pitcher,  although  there 
are  pitchers  who  insist  on  doing  the  signaling  them- 
selves. The  catcher  and  pitcher  should  work  together 
like  two  cog-wheels  no  matter  where  the  signals  ema- 
nate. It  very  often  happens  that  when  the  signals  are 
given  by  the  catcher  the  pitcher  wants  to  please  him- 
self on  some  delivery,  and  so  refuses  the  catcher's  signal 
and  sends  a  signal  of  his  own.  In  this  case  the  only 
thing  to  be  careful  about  is  to  see  that  the  catcher  really 
understands  what  is  coming.  Between  two  players  who 
have  worked  together  for  some  time  mistakes  are  not 


THE   BATTEEY  177 

likely  to  occur,  but  where  a  catcher  and  a  pitcher  come 
together  for  the  first  time,  even  if  the  signals  have  been 
agreed  upon  between  them,  occasional  mix-ups  are  not 
unlikely.  In  signaling  the  catcher  should  use  the  finger 
code  and  hide  the  fingers  from  the  batsman  by  putting 
the  right  hand  between  the  knees  while  stooping  and 
placing  the  mitten  above  it. 

Aid  the  Pitcher. — It  is  often  a  great  assistance 
to  the  pitcher  when  inclined  to  be  wild  if  you  will  hold 
the  hands  above  the  plate  as  a  target  for  which  he  can 
aim.  If  a  pitcher  shows  signs  of  going  to  pieces  call 
a  halt  by  walking  down  to  him  and  handing  him  the 
ball  instead  of  throwing  it,  speaking  cheerfully  and 
encouragingly  as  you  do  so.  If  the  pitcher  has  got  into 
a  streak  of  throwing  wide  move  over  farther  toward 
the  batsman,  make  a  target  of  your  hands  and,  as  a 
general  thing,  in  aiming  for  them  he  will  get  his  deliv- 
eries over  the  plate  again. 

Study  the  batsman  and  find  out  what  kind  of  a 
ball  he  wants.  Then  make  sure  that  he  doesn't  get 
it.  Keep  the  body  in  front  of  the  ball  so  that  you  will 
not  have  to  reach  out  one  way  or  the  other.  With  the 
body  in  front  of  it  the  ball  will  very  seldom  get  by  you 
even  if  you  fail  to  get  your  hands  on  it. 


CHAPTEE   VII 

THE  POSITIONS   (Continued)— 11.  THE  INFIELD 

FiEST  Base. — Baseball  authorities  differ  widely  as 
to  the  difficulties  of  this  position.  Some  state  that  it 
is  the  easiest  of  the  infield  points  to  cover;  others  that 
it  is  the  hardest.  It  is  probably  neither  one  nor  the 
other. 

The  first-baseman  should  have  height  and  reach, 
ability  to  handle  every  kind  of  ball  ever  thrown  or 
batted  and  that  peculiar  mixture  of  courage  and  reck- 
lessness known  as  "  sand."  No  special  mention  is  made 
of  quickness,  since  that  is  a  quality  necessary  to  every 
member  of  the  infield. 

With  the  bases  empty  the  usual  position  for  the 
first-baseman  is  about  twelve  feet  back  of  the  base-line 
and  about  twenty  feet  from  the  foul-line.  With  a  man 
on  first  his  position  is  inside  of  base,  where  he  is  able 
to  look  after  bunts  and  at  the  same  time  take  throws 
from  catcher  or  pitcher.  With  men  on  both  first  and 
second  his  position  should  be  a  little  back  of  the  base- 
line and  about  eight  feet  from  first.  On  a  throw  from 
catcher  he  should  take  the  ball  while  on  the  run  and 
block  off  the  runner.  He  should  at  all  times  take 
ground  balls  coming  into  his  territory  and  depend  upon 

178 


THE   IISrriELD  179 

the  pitcher  to  cover  first.  In  the  same  way,  on  hits 
into  short  right  field  it  is  the  pitcher's  duty  to  take  the 
base.  First-baseman  should  keep  a  sharp  watch  for 
drives  along  the  base-line,  which,  if  allowed  to  get  by 
him,  are  usually  good  for  two  bases. 

On  throws  from  the  outfield  to  the  plate  the  first- 
baseman  should,  whenever  possible,  back  up  the  catcher. 
On  throws  to  second  from  the  other  side  of  the  outfield 
he  should  back  up  second-baseman. 

The  first-baseman  should  take  all  flies  between  his 
base  and  pitcher  unless  they  are  palpably  the  property 
of  the  latter.  If  a  throw  comes  at  him  low  his  first  effort 
should  be  to  block  it  at  all  hazards,  his  next  to  catch 
it.  Play  it  safe.  He  should  know  what  his  reach  is 
to  right  and  left  and  should  not  make  the  mistake  of 
missing  a  throw  by  trying  to  keep  a  foot  on  base  when 
by  taking  a  step  or  two  he  could  make  it  certain. 

With  a  runner  on  first  and  a  hit  made  into  his 
territory  the  first-baseman's  quandary  is  whether  to 
field  to  second  and  try  to  put  out  the  man  who  has 
just  left  first  or  to  play  for  the  batsman.  In  a  case  of 
this  sort  quick  judgment  is  necessary  and  whatever 
course  is  followed  there  must  be  no  perceptible  hesi- 
tation. All  things  being  equal,  the  play  is  to  retire  the 
runner  nearest  home,  but  if  that  man  has  obtained  a 
good  start  and  is  a  clever  base-runner  it  may  be  that 
a  throw  to  second  would  be  futile  while  a  throw  to  first 
would  put  out  a  man.  Think  quick  and  act  quick  is 
the  rule. 


180  BASEBALL 

After  a  throw  get  back  to  first  as  soon  as  your 
legs  will  let  you;  there  may  be  a  chance  of  a  double 
play.  In  the  same  way,  after  receiving  a  throw  re- 
cover instantly  and  be  ready  to  throw  yourself;  it  may 
be  necessary  to  spoil  an  attempt  at  a  steal. 

Second  base  is  perhaps  the  most  important  of  the 
infield  positions.  While  the  actual  physical  work  per- 
formed by  second-baseman  is  not  greater  than  that  fall- 
ing to  the  lot  of  first-baseman  or  short-stop,  yet  he  occu- 
pies a  place  where  coolness  and  judgment  are  every 
moment  of  the  utmost  value.  He  is  practically  on  a 
line  with  pitcher  and  batsman  and  can  watch  the  ball 
from  the  time  it  leaves  the  former's  hands  until  it 
reaches  the  catcher  or  has  been  struck.  Consequently 
he  is  better  able  to  surmise  what  the  hit  is  to  be ;  while, 
after  the  hit  is  made,  he  learns  the  direction  of  it  before 
any  one  else  save,  possibly,  the  pitcher.  For  these  rea- 
sons, and  because  he  has  the  other  infielders  and  the 
battery  in  plain  sight  every  instant,  second-baseman 
should  be  if  possible  the  infield  captain. 

Like  the  first-baseman,  he  is  better  fitted  for  the  po- 
sition if  he  has  sufiicient  height  and  length  of  arm  to 
enable  him  to  cover  a  wide  territory.  Very  often  he 
is  called  on  to  make  a  stop  while  going  at  good  speed 
and  throw  the  ball  to  base  in  almost  the  same  instant. 
He  should  ordinarily  play  a  deep  field,  although  with 
a  pitcher  who  is  weak  at  fielding  this  is  not  advisable. 
If  he  does  play  well  back  of  the  base-line  he  is  exempt 
from  the  hot  liners  which  render  the  third-baseman's 


FIRST  BASEMAN  CATCHING  A  BALL  WIDE  OF  BASE. 


A  PUT-OUT  AT  THIED  BASE. 


or  THE 

VNIVERSITY 


THE    INFIELD  181 

and  short-stop's  positions  difficult,  and,  because  of  liis 
nearness  to  first,  is  able  to  handle  the  ball  more  care- 
fully. 

He  should  work  in  perfect  unison  with  the  short- 
stop. The  two  positions  depend  upon  each  other  for  suc- 
cess, and  there  should  be  an  absolute  understanding  as 
to  which  is  to  cover  base  in  every  contingency.  On  a 
double  play  with  the  second-baseman  fielding  the  ball 
he  should  toss  to  short-stop  and  allow  that  player  to 
make  the  put-out  at.  second  and  the  assist  to  first;  if  he 
holds  the  ball  until  he  has  himself  run  the  distance 
to  second  and  tagged  that  base  he  uses  up  valuable  time 
and  may  lose  the  man  at  first. 

Il^  CATCHING  A  THROW  FROM  THE  PLATE  the  SeCOud- 

baseman  should  take  a  position  to  the  left  of  the  bag, 
where  he  will  be  able  to  get  at  the  runner  if  the  latter 
tries  to  go  back  of  the  base. 

He  should  field  short  flies,  keeping  a  close  watch 
for  balls  coming  between  his  position  and  the  pitcher. 
He  should  call  every  ball  of  this  sort  if  he  is  acting 
as  infield  captain,  but  in  case  of  a  fly  coming  back  of 
his  position  and  for  which  he  is  trying  he  should  be 
coached  by  the  outfield  captain,  who  will  be  in  a  better 
position  to  judge  the  ball. 

Second-baseman's  duties  in  certain  plays  are  treated 
of  in  the  chapter  on  Team-Play. 

Short-stop  should  be  a  wide-awake  player,  quick 
on  his  feet  and  a  good  strong  thrower.  He  should  be 
able  to  get   away  quick,  snappy  underarm  throws  as 


182  •  BASEBALL 

well  as  hard  overarm  throws.  The  ability  to  make 
long  throws  to  first  works  to  his  advantage,  since  it 
allows  him  to  play  a  deeper  field,  thus  getting  balls 
which,  were  he  playing  up  to  the  base-line,  he  would 
be  unable  to  reach.  By  playing  deep  he  is  also  able 
to  get  flies  to  short  left  field  and  center.  Balls  taken 
on  the  run  should  be  thrown  low  to  first,  as  a  ball  sent 
away  while  on  the  run  will  naturally  rise.  Slow 
grounders  should  be  taken  between  bounds,  the  short- 
stop moving  in  for  them  and  never  waiting  for  them 
to  come  out  to  him.  He  should  be  careful  to  keep  his 
feet  together. 

Short-stop  should  study  the  batsman  and  watch  the 
delivery.  He  can  very  often  tell  what  the  hit  is  to  be 
by  observing  the  ball  offered  by  the  pitcher;  a  right- 
handed  batsman,  for  instance,  will  usually  drive  an  out 
curve  to  the  right  of  second,  while  a  straight  ball  to 
the  same  batsman  will  generally  go  to  short-stop  or 
third-baseman.  On  all  hits  to  the  second-baseman's  left 
short-stop  should  instantly  dig  out  for  second  and  cover 
that  base.  He  should  watch  for  signals  between  second 
and  catcher  and  be  ready  at  any  moment  to  take  the 
bag  on  a  throw  down  from  the  plate,  although  save 
when  there  are  men  on  both  first  and  third  it  is  not 
a  good  plan  to  require  the  short-stop  to  play  the  base. 
He  can  not  obtain  too  much  practise  at  throwing  to 
first  or  snapping  to  second. 

The  position  is  dealt  with  further  in  the  chapter  on 
Team-Play. 


THE    INFIELD  183 

Third  Base. — If  there  is  one  infield  position  more 
difficult  than  the  others  it  is  probably  third  base.  The 
man  covering  that  bag  has  not  the  advantage  possessed 
by  all  other  infielders  of  being  able  to  see  about  what 
sort  of  treatment  the  batsman  is  getting,  unless  the 
batsman  happens  to  be  a  left-hander.  As  a  usual  thing 
third-baseman  doesn't  know  what's  coming  until  the 
ball  is  almost  at  him.  He  has  farther  to  throw  to  get 
a  ball  to  first  than  any  of  the  others  and  his  work  in 
guarding  his  base  from  runners  is  generally  harder. 

As  a  rule  third-baseman  should  play  fairly  deep, 
coming  in  when  a  bunt  is  expected.  He  should  cross 
well  into  short-stop's  "  front  yard  "  for  slow  grounders, 
as  he  is  in  position  to  get  to  them  quicker  than  short, 
and  once  having  them,  is  able  to  get  them  away  to  first 
in  quick  order.  In  a  play  of  this  sort  he  has  not  time 
to  get  into  position  before  throwing,  but  must  get  the 
ball  across  the  diamond  at  once.  For  this  reason  third- 
baseman  should  be  a  good  snap  thrower. 

In  covering  base  he  needs  lots  of  coolness  and  judg- 
ment. With  runners  coming  down  on  him  in  every 
known  style — feet  first,  head  first  or  twisting — the 
temptation  to  look  after  his  own  safety  and  get  out 
of  the  way  is  strong.  It  takes  a  player  with  genuine 
pluck  to  hold  his  place  in  the  face  of  a  heavy,  desperate 
runner  and  catch  the  ball  surely.  In  a  case  of  this  sort 
he  should  make  the  play  sure;  that  is,  he  should  be 
certain  that  he  has  the  ball  and  can  "  squeeze  it "  be- 
fore he  attempts  to  tag  the  runner.  A  lost  ball,  with 
13 


184  BASEBALL 

the  runner  able  to  recover  himself  quickly  and  go  on, 
will  usually  mean  a  tally.  Nine  out  of  ten  runners  who 
steal  third  collide  more  or  less  forcibly  with  the  base- 
man, and  so  the  ability  to  hold  the  ball,  and  not  merely 
stop  it,  is  of  prime  importance. 

Third-baseman  and  short-stop  should  work  well  to- 
gether and  know  where  to  find  each  other  in  any  play. 

When  running  a  man  down  between  bases  he  should 
go  after  him  fast,  start  quickly  and  stop  quickly.  He 
should  get  the  runner  going  fast  before  he  throws  the 
ball. 

The  duties  of  third-baseman  in  special  plays  are 
dealt  with  in  the  chapter  on  Team-Play. 


CHAPTEK   yill 

THE  POSITIONS   (Concluded)— III.  THE  OUTFIELD 

Of  the  three  outfield  positions  that  of  center  field 
is  the  hardest,  not  because  more  balls  go  into  that  terri- 
tory, but  because  center  has  more  backing  up  to  do  than 
his  neighbors.  Left-fielder  backs  up  center,  and  so  does 
right  fielder ;  center  backs  up  both  right-fielder  and  left- 
fielder.  The  outfield  positions  are  popularly  supposed 
to  be  sinecures,  and  it  is  true  that  inning  after  inning 
will  very  frequently  go  by  in  which  not  a  ball  gets  by 
the  infield.  But  when  the  outfielder's  work  does  come 
it  is  important.  A  fly  to  left  field  means  a  man  out  if 
caught;  if  not  caught  perhaps  it  means  two  or  even 
three  runs  for  the  opponents.  Each  fielder  has  a  big 
territory  to  cover,  and  because  of  their  distance  from 
the  plate  are  seldom  able  to  know  with  any  degree  of 
certainty  where  the  hit  is  to  come.  They  are  able  to 
overcome  this  disadvantage  to  some  extent  by  studying 
the  batsman  and  learning  from  inning  to  inning  what 
sort  of  a  performance  he  is  likely  to  offer.  Sometimes, 
too,  the  pitcher  can  aid  them  materially  by  bringing 
them  in  or  sending  them  back  or  to  left  or  right  in 
anticipation  of  the  batter's  hit. 

But  at  all  times  the  outfielder  should  keep  his  eyes 
185 


186  BASEBALL 

on  the  ball  and  his  mind  on  the  game.  It  is  lonesome 
work  sometimes  and  the  temptation  to  think  of  other 
matters  is  often  very  strong.  But  it  won't  do;  the 
game's  the  thing  to  keep  the  thoughts  on. 

Moving  In. — When  the  ball  is  a  grounder,  move  in 
for  it  and  trust  to  getting  it  near  the  base.  To  do  this 
it  will  often  be  necessary  to  "  smother  "  it,  that  is,  get 
the  body  over  it  and  spoil  the  bound.  If  it  gets  by  you 
it  must  be  taken  care  of  by  the  player  who  is  backing 
you  up;  if  you  get  it  you  have  saved  several  moments 
and  are  in  position  to  make  a  shorter  and  therefore 
faster  throw  to  base.  Waiting  for  a  grounder  to  come 
out  to  you  and  taking  it  on  the  bound  is  playing  it  safe, 
but  in  the  case  of  an  outfielder  is  not  advisable.  It  is 
better  here  to  risk  a  little.  And  besides  if  the  runner 
sees  you  moving  in  on  the  ball  he  will  be  inclined  to 
take  fewer  chances  and  will  often  be  satisfied  with  one 
base  without  watching  to  see  whether  the  ball  has  passed 
you. 

Catching  Flies. — On  a  long  fly  back  of  your  posi- 
tion, start  the  moment  the  ball  leaves  the  bat;  get  the 
direction  of  the  ball  first  and  then  try  to  gauge  the  dis- 
tance; run  hard,  turning  once  or  twice  to  see  that  you 
are  going  right  and  are  not  overrunning;  when  you  stop 
face  about  instantly  and  be  ready  for  the  catch.  The 
other  outfielders  can  help  you  greatly  by  shouting  di- 
rections, as  "  Back!  Back!  "  "  Kun  hard!  "  "  Steady!  " 
and  the  like.  When  you  start  for  a  ball  run  your  hard- 
est; very  often  what  seems  like  an  impossibility  at  first 


THE    OUTFIELD  •.  187 

will  result  in  a  catch.  As  soon  as  jou  are  certain  of  tlie 
ball  claim  it  and  then  take  it  for  granted  that  it  is 
yours.  Attention  to  this  detail  will  prevent  collisions. 
As  soon  as  the  ball  is  caught  field  it  home  if  you  are 
far  out  or  run  in  with  it  if  you  are  nearer,  keeping  an 
eye  on  the  bases. 

In  throwing  to  the  plate  keep  the  ball  low,  recol- 
lecting that  a  liner  will  rise.  A  ball  that  strikes  some 
ten  feet  from  the  plate  and  reaches  the  catcher  on  a 
long  bound  is  the  safest  of  all,  since,  whatever  happens, 
it  is  not  likely  to  go  over  his  head.  And  throw  inside 
of  the  plate — that  is,  to  your  left. 

A  hard  liner  into  left  field  from  a  right-handed 
batsman  will  rise  perceptibly;  look  out  for  that  rise 
and  don't  run  in  too  far  for  it. 

The  outfielders,  left  and  center  especially,  since 
they  have  more  throws  to  the  plate  than  right-fielder, 
should  practise  throwing  in  constantly.  In  the  begin- 
ning of  the  season,  however,  they  can  not  be  too  careful 
about  overdoing  the  practise,  for  a  strain  sustained  then 
is  likely  to  handicap  them  for  the  remainder  of  the 
year. 


CHAPTER   IX 
TEAM-PLAY 

Team-play  is  briefly  concerted  action  by  all  mem- 
bers of  the  nine  toward  a  common  purpose,  or,  as  Mr. 
W.  H.  Lewis  puts  it  in  his  excellent  Primer  of  College 
Football,  it  is  "  every  man  in  every  play  every  time." 
Team-play  is  quite  as  essential  in  baseball  as  in  foot- 
ball, although  to  the  spectator  it  is  less  in  evidence. 
As  in  football,  there  are  two  kinds  of  team-play — of- 
fensive and  defensive ;  the  first  is  team  batting  and  the 
second  team  fielding.  K^either  one  has  as  yet  been 
fully  developed;  there  are  "  combinations  "  in  each  still 
unthought  of;  but  to  show  what  possibilities  there  are 
the  following  examples  of  both  offensive  and  defensive 
team-play  are  given. 

Team  Batting. — The  best-known  example  of  this 
is  what  is  called  the  sacrifice  hit  or  "  hit-and-run."  The 
first  man  reaches  first.  From  there  it  is  impossible  for 
him  to  score  on  anything  less  than  a  three-bagger. 
Once  on  second,  however,  a  two-bagger  will  bring  him 
home  with  certainty,  while,  if  he  is  a  fast  base-runner, 
he  may  score  on  a  single.  The  object,  then,  is  to  ad- 
vance him  to  second  base  even  at  the  cost  of  an  out. 
The  man  on  first  makes  a  fake  start — ^that  is,  he  begins  a 

188 


TEAM-PLAY  189 

dash  toward  second,  but  returns  to  first  in  time  to  keep 
from  being  thrown  out.  Batsman  watches  second  base 
meanwhile  and  observes  whether  second-baseman  or 
short-stop  runs  to  cover  it.  If  the  former  the  batsman 
knows  that  short  right  field  will  be  unguarded;  if  the 
latter  he  knows  that  short  left  field  will  be  unguarded. 
As  soon  as  it  becomes  evident  that  he  is  not  to  be  given 
his  base  on  balls  the  batsman  signals  the  runner.  The 
latter,  on  the  next  delivery,  starts  with  the  pitcher's 
arm  and  races  for  second  and  the  batsman  drives  or 
tries  to  drive  the  ball  into  right  field,  in  case  second- 
baseman  is  covering  second,  or  into  left  field  in  case 
short-stop  is  covering  base.  The  first  runner,  because 
of  his  start,  is  usually  safe  on  second  by  the  time  the 
ball  is  fielded,  and  if  he  is  a  speedy  man  can  sometimes 
make  his  third  while  the  ball  is  traveling  to  first  for 
a  put-out  there  and  traveling  back  to  third. 

A  variation  of  this  play  is  made  by  having  the  bats- 
man signal  the  man  on  first  to  run  and  then  hitting 
at  the  ball,  but  not  striking  it.  With  an  unsteady  catcher 
this  often  works  as  well  as  the  sacrifice,  especially  if 
the  runner  is  a  brilliant  base-stealer.  It  has  the  added 
advantage  of  advancing  the  man  nearest  home  at  no 
greater  cost  to  the  batsman  than  a  strike  scored  against 
him.  If  the  play  is  successful  he  may  still  get  in  his 
hit  and  put  the  runner  on  third  or  even  home  if  luck 
is  with  him. 

Bunting  to  Third. — With  the  score  tied  or  in  your 
opponent's  favor  and  men  on  first  and  second  you  may 


190  BASEBALL 

resort  to  bunting.  Here  third-baseman  is  your  victim. 
He  knows  that  the  man  on  second  will  take  third  at  the 
first  chance  and  is  consequently  loath  to  leave  his  base. 
Signal  to  the  runners  what  to  expect.  Thereupon  the 
man  on  second  plays  well  off  to  show  his  determination 
to  take  third  and  to  make  third-baseman  hug  his  base. 
Find  a  ball  to  your  liking  and  bunt  it  slowly  toward 
third-baseman,  keeping  it  as  far  from  pitcher's  territory 
as  possible.  The  runners  should  start  on  the  instant. 
Third-baseman  must  either  field  the  ball  and  leave  his 
base  unprotected  or  guard  his  base  and  allow  pitcher 
to  field  the  ball.  In  either  case  he  is  likely  to  hesitate 
for  an  instant,  and  when  he  does  get  the  ball  the  chances 
are  that  it  will  reach  the  base  too  late.  He  will  usually 
play  it  to  third  in  hope  of  cutting  off  the  runner  nearest 
home,  in  which  case  the  bases  will  be  filled.  If,  how- 
ever, seeing  that  the  runner  at  third  can  not  be  reached 
in  time  for  an  out,  he. should  throw  to  first  or  second, 
the  man  on  third  should  instantly  put  out  for  the  plate. 
With  a  good  coacher  back  of  third  to  brace  him  on  the 
turn  and  to  send  him  on  he  should  stand  an  excellent 
chance  of  scoring. 

Sacrifice  Steal. — "With  a  man  on  first  and  a  man 
on  third  and  none  out  a  score  may  often  be  secured  by 
having  the  runner  on  first  start  out  for  second  while 
the  ball  is  in  the  catcher's  hands.  If  catcher  throws 
down  to  second  the  man  on  third,  who  has  been  waiting 
the  moment,  starts  for  home  at  his  best  clip  and  ought 
to  score.    As  soon  as  he  is  safely  toward  the  plate  the 


TEAM-PLAY  191 

runner  from  first  is  at  liberty  to  save  himself  if  lie  can 
do  so.  If  the  ball  is  thrown  to  the  plate,  as  is  likely, 
he  can  secure  second  base.  The  same  play  may  be 
tried  with  the  ball  in  the  pitcher's  hands.  He  should 
sacrifice  himself,  if  necessary,  but  not  otherwise.  Plays 
of  this  sort  involve  fast,  heady  work  by  those  taking 
part,  and  so  should  be  brought  off,  if  possible,  when  the 
best  base-runners  can  participate. 

The  "  HiT-AND-KUN  ''  PLAY  may  also  be  used  when 
there  is  a  man  on  third  and  a  run  is  badly  needed. 
The  runner  should  play  well  off  and  be  ready  to  go 
home  on  the  instant.  The  batsman  gives  him  the  sig- 
nal and  hits  a  hard  drive  into  outfield  or  a  slow  bunt 
toward  first  base.  The  runner,  who  has  reached  a  dis- 
tance of  twenty  feet  from  base  with  the  pitcher's  arm, 
is  off  like  a  shot  for  the  plate.  He  should  take  the  last 
ten  feet  on  a  head-first  slide,  since  the  throw  to  the 
plate  is  likely  to  be  hurried  and  to  go  high  or  wild. 

Dash  for  the  Plate. — A  play  which  may  be 
worked  when  runs  are  badly  needed  and  when  the 
catcher  is  unsteady  or  temporarily  rattled  is  the  fol- 
lowing. There  is  a  runner  on  second  and  one  on  third. 
The  man  on  second  plays  almost  up  to  third,  being  cer- 
tain that  the  opponents  will  not  throw  to  second,  while 
the  man  on  third  plays  as  far  toward  the  plate  as  he 
dares;  a  little  bit  farther  than  that  helps  the  play.  The 
batsman  gives  the  signal.  At  the  moment  the  pitcher's 
arm  moves  forward  the  man  on  third  and  the  man  on 
second  dash  for  the  plate.    The  pitcher's  delivery  is  like- 


192  BASEBALL 

Ij  to  be  poor  as  lie  lias  seen  the  start  for  home  before 
the  ball  has  left  his  hand.  The  batsman  swings  at  the 
ball  in  such  a  way  as  to  add  to  the  catcher's  discomfiture, 
but  is  careful  not  to  strike  it.  Catcher,  having  the  poor 
delivery  and  the  swing  to  contend  with  and  knowing 
that  the  runners  are  racing  home,  is  very  likely  to  be- 
come sufficiently  rattled  to  drop  the  ball  if  not  to  miss 
it  altogether.  The  writer  has  seen  this  trick  tried  but 
twice,  but  each  time  it  netted  two  runs.  Needless  to 
say  it  is  a  risky  play  and  one  justified  only  by  desperate 
circumstances. 

Another  trick  which  will  sometimes  succeed  with 
the  catcher  somewhat  rattled  is  the  following.  There 
is  a  man  on  third  and  a  run  is  needed.  The  batsman 
signals  the  runner  when  there  is  one  strike  and  one  or 
more  balls  called  against  him,  strikes  at  the  next  low 
delivery,  tosses  aside  his  bat  and  puts  out  for  first.  The 
success  of  the  trick  depends  upon  the  catcher  being 
sufficiently  rattled  to  throw  to  first,  in  case  he  has  not 
caught  the  ball,  under  the  supposition  that  the  strike 
was  really  the  third  instead  of  the  second.  If  he  does 
throw,  first-baseman  is  not  expecting  it.  The  runner 
starts  with  the  throw  and  should  reach  the  plate  before 
the  ball  gets  back  to  it.  If  catcher  does  not  fall  a 
victim  to  the  conspiracy  the  runner  holds  his  base  and 
the  batsman  is  called  back  by  the  umpire.  If  the  at- 
tempt has  gained  nothing  it  has  cost  only  one  strike. 
With  a  poor  batsman  up  and  two  out  it  is  a  play  worth 
trying. 


TEAM-PLAY  193 

These  are  only  a  few  of  tlie  combinations  possible 
in  offensive  team-plaj. 

Team  Fielding. — The  defense  offers  fewer  oppor- 
tunities for  team-play  than  the  offense,  but  is  still  capa- 
ble of  many  clever  "  combinations.''  In  most  of  them 
it  is  necessary  that  catcher,  pitcher  and  at  least  one 
fielder  should  participate  directly  and  the  rest  of  the 
team  indirectly.  There  are  several  "  combinations  "  in 
which  pitcher,  catcher  and  a  baseman  work  together 
to  retire  a  base-runner.     For  instance : 

There  is  a  runner  on  first  and  a  runner  on  third. 
The  man  on  first  tries  to  steal  second.  The  second- 
baseman  leaves  his  bag,  which  is  instantly  covered  by 
short-stop,  and  runs  in  to  a  position  well  in  front  of  the 
base,  keeping  his  eye  on  the  runner  on  third  and  pay- 
ing no  attention  to  the  man  on  first.  The  catcher 
throws  to  second-baseman.  If  the  man  on  third  tries  to 
go  home  the  second-baseman  returns  the  ball  to  catcher. 
If  he  does  not  second-baseman  sends  the  ball  on  to 
short-stop  in  an  attempt  to  put  out  the  man  from  first. 

Throw  to  Center-Fieldee. — A  play  designed  to 
coax  an  eager  base-runner  from  first  to  second  and  then 
put  him  out  is  that  in  which  center-fielder,  second-base- 
man and  catcher  are  concerned.  With  a  man  on  first 
who  shows  his  intention  to  steal  on  the  slightest  provo- 
cation let  the  catcher,  second-baseman  and  center- 
fielder  get  together  on  signal.  Center-fielder  gradual- 
ly works  in  toward  second  without  being  noticed. 
Catcher  signals  for  a  ball  wide  of  the  batsman.    Catcher 


194  BASEBALL 

throws  down  to  second  but  puts  the  ball  well  over  the 
baseman's  head.  The  runner,  who  has  been  playing 
off  from  first,  sees  an  opportunity  to  take  second,  as  he 
thinks,  and  makes  a  run  for  it.  The  instant  the  ball 
leaves  catcher's  hand  center-fielder  races  in  to  a  position 
about  thirty  or  forty  feet  back  of  second  and  catches 
the  throw  from  the  plate,  fielding  it  back  to  second  on 
the  instant  and  in  time  to  put  out  the  runner.  The 
play  is  one  of  the  oldest  of  infield  plays  and  an  experi- 
enced player  will  not  usually  be  taken  in  by  it.  But 
if  tried  on  a  young  player  it  is  likely  to  succeed. 

FoKCiNG  THE  KuNNER. — There  is  a  way  to  clear 
third  base  of  a  dangerous  runner,  supposing  there  is 
also  a  man  on  second,  that  will  succeed  more  often  than 
it  will  fail.  There  is  a  runner  on  third  and  a  runner 
on  second.  Let  second-baseman  play  well  off  to  the 
left  of  his  bag  and  let  short-stop  run  to  the  bag  several 
times  to  make  the  runner  think  that  he  will  cover  it 
in  case  of  a  throw  from  the  plate.  Short-stop  then 
goes  back  to  his  position,  allowing  the  runner  to  take 
a  long  lead  unchallenged.  Second-baseman  signals 
catcher  and  catcher  signals  pitcher  for  a  ball  wide  of 
the  batsman.  As  soon  as  the  ball  leaves  the  pitcher 
second-baseman  runs  for  his  bag.  Catcher  throws  down 
instantly.  The  runner,  finding  himself  cut  off  from 
second  goes  on  to  third,  forcing  the  man  ahead  to  the 
plate.  Second-baseman  throws  back  there  in  time  to 
catch  him. 

Fundamental  Plays. — These  are  special  plays 
called   for    by   special    conditions;    there    are    others 


TEAM-PLAY  195 

wliich  may  be  termed  fundamental  fielding  plays 
which  are  of  more  value  and  which  call  for  quite  as 
much  team-play.  For  instance,  if  there  is  a  runner 
on  first  and  the  ball  is  hit  to  second  base  or  short-stop 
the  play  is  to  second  base  and  then,  if  there  is  still 
time,  to  first  for  a  double.  If  every  man  on  the  team 
knows  that  this  is  the  play  and  does  his  part  accord- 
ingly without  hesitation  it  is  a  case  of  team-play;  on 
the  other  hand  if  the  men  have  not  been  drilled  in  this 
the  throw  may  go  to  first,  putting  the  runner  out  there 
but  allowing  the  man  nearest  home,  the  most  dangerous 
runner,  to  get  to  third.  In  the  same  way,  if,  under  the 
same  conditions,  the  ball  is  hit  to  first-baseman  or  to 
third-baseman,  the  play  is  to  first.  Without  a  thor- 
ough knowledge  of  team-play  the  ball  in  this  case  may 
go  to  second  too  late  to  retire  the  runner  from  first. 

With  men  on  first  and  third  and  a  hit  anywhere 
save  to  short  infield  the  play  should  be  to  second  or 
first,  allowing  the  man  on  third  to  score,  since  it  is 
probable  that  he  has  taken  sufficient  lead  to  allow  him 
to  beat  out  the  ball  if  it  is  thrown  to  the  plate. 

When  two  men  are  out  the  play  should  be  for  the 
batsman,  since  a  run  made  on  a  third  out  does  not 
count.  An  exception  to  this  is  made  when  the  hit  goes 
where  an  easy  toss  to  base  is  certain  to  secure  a  force- 
out.  In  these  plays  every  man  on  the  nine  should  know 
instantly  where  the  ball  ought  to  go  and  govern  him- 
self accordingly.  This  is  common,  every-day  team- 
play  and  the  most  important  of  all.  Learn  this  first 
and  acquire  signal  plays  afterward. 


196  BASEBALL 


YOCABULAEY 

Assist. — ^The  cooperation  of  one  fielder  with  a  second  by  which  a 
base-runner  is  or  should  be  retired. 

Bag. — A  term  applied  to  either  first,  second  or  third  base;  also 
called  "  cushion." 

At  Bat. — The  side  whose  turn  it  is  to  score  or  try  to  score  is 
said  to  be  at  bat.  The  term  is  applied  in  the  same  way  to 
a  batsman. 

Balk. — A  balk  is  made  when  a  pitcher  with  the  view  of  deceiv- 
ing a  batsman  or  a  base-runner  motions  as  if  to  pitch  the 
ball  and  fails  to  do  so. 

Ball. — The  leather-covered  sphere  used  in  playing  the  game;  a 
pitched  ball  which  does  not  pass  over  the  plate  at  an  alti- 
tude higher  than  the  batsman's  knee  and  lower  than  his 
shoulder  and  at  which  he  does  not  strike. 

Base-Hit. — Any  hit  so  made  that,  barring  an  error  on  the  part 
of  the  opponent,  it  can  not  be  fielded  in  time  to  prevent  the 
batsman  from  reaching  first  base. 

Base-Lines. — The  lines  leading  from  one  base  to  another  and 
forming  the  "  diamond." 

Baseman. — ^A  player  whose  duty  it  is  to  guard  first,  secohd  or 
third  base  and  to  field  all  balls  coming  into  his  territory. 

Base  on  Balls. — First  base  accorded  the  batsman  when  the 
pitcher  has  delivered  four  balls  to  him. 

Bases. — The  goals  located  at  the  four  corners  of  the  infield  or 
diamond  to  which  the  players  run  while  making  or  attempt- 
ing to  make  a  tally.  They  are  four  in  number,  as  follows: 
first  base,  second  base,  third  base  and  home  base.  They  are 
ninety  feet  distant  from  each  other.  The  first  three  are 
marked  by  canvas  bags,  the  latter  by  a  rubber  plate  set  fiush 
with  the  ground. 

Base-Runner. — A  batsman  who  is  not  put  out  at  the  plate  be- 
comes a  base-runner;  also  called  runner. 


YOCABULAKY  197 

Bat. — The  wooden  implement  with  which  the  ball  is  struck. 

Batting  Order. — The  order  in  which  players  of  a  side  take  their 
turns  at  bat. 

Batsman. — The  player  whose  turn  it  is  to  stand  at  the  home 
base  and  hit  the  ball. 

Batsman's  Box. — The  oblong  space  six  feet  by  four  feet  marked 
out  on  either  side  of  the  home  base  in  which  the  batsman 
must  stand  while  striking  at  the  ball. 

Battery. — The  pitcher  and  catcher. 

Block  Ball. — A  ball  touched  while  it  is  in  play  by  any  person 
not  actively  engaged  at  the  time  in  the  game. 

Box. — The  space  occupied  by  the  pitcher;  it  applies  also  to  the 
space  occupied  by  the  batsman. 

Bunt. — A  short,  slow  hit. 

Cage. — A  mask. 

Called  Game. — A  game  terminated  by  the  umpire. 

Catcher.^ — The  player  whose  position  is  behind  the  home  base 
and  who,  with  the  pitcher,  comprises  the  battery. 

Catcher's  Lines. — Lines  formed  back  of  home  base  by  a  con- 
tinuation of  the  foul-lines  and  running  to  the  limits  of  the 
field. 

Center-Fielder. — The  player  who  occupies  a  position  in  the  out- 
field between  right-fielder  and  left-fielder. 

Chance. — An  opportunity  to  put  out  a  runner  or  to  assist  in 
putting  him  out. 

Change  of  Pace. — The  substitution  of  fast  balls  for  slow  ones, 
or  vice  versa,  on  the  part  of  the  pitcher. 

Coacher. — A  player  who  advises  one  of  his  own  side  while  the 
game  is  in  progress. 

Coacher's  Box. — The  space  situated  back  of  first  and  of  third 
base  in  which  the  coacher  must  remain. 

Command. — A  pitcher  is  said  to  have  command  of  the  ball  when 
he  is  able  to  put  it  where  he  wants  it  with  relation  to  the 
plate. 

Curve. — A  pitched  ball  which  describes  an  arc.  There  are  sev- 
eral curves  recognized,  such  as  the  out  curve,  the  in  curve 
and  the  drop  curve. 


198  BASEBALL 

Dead  Ball. — A  pitched  ball  not  struck  at  which  touches  any 
portion  of  the  batter's  or  umpire's  person  or  clothing  with- 
out first  passing  the  catcher. 

Deep  Field. — The  far  outfield;  also,  an  infielder  is  said  to  play 
a  deep  field  when  he  takes  a  position  well  back  from  the 
base-lines. 

Diamond. — The  field  of  play;  more  properly  the  infield. 

Drop. — A  pitched  ball  which  has  a  descending  curve. 

Double  Play. — A  fielding  play  by  which  two  of  the  opponents 
are  retired. 

Eabned  Run. — A  run  made  without  the  aid  of  opponent's  errors. 

Error. — A  misplay  by  which  the  opponent  profits;  specifically,  a 
misplay  which  allows  a  batsman  or  base-runner  to  make 
one  or  more  bases  when  perfect  playing  would  have  insured 
his  retirement.     Battery  errors  are  not  scored  as  errors. 

Fair  Ball. — A  pitched  ball  passing  over  the  home  base  not  lower 
than  the  batsman's  knee  nor  higher  than  his  shoulder. 

Fair  Hit. — A  batted  ball  remaining  in  the  territory  enclosed  by 
the  foul-lines  until  it  has  passed  first  or  third  base. 

Field. — The  place  where  the  game  is  played;  to  catch  or  other- 
wise recover  a  batted  ball  and  throw  it  to  a  baseman  or 
catcher. 

Fielders. — All  members  of  a  team  except  pitcher  and  catcher. 

First  Base;  First-Baseman. — The  base  to  the  right  of  home 
base  and  the  player  whose  duty  it  is  to  guard  it  and  field  all 
balls  in  its  vicinity. 

Fly  Ball. — A  ball  batted  into  the  air,  as  opposed  to  one  batted 
to  the  ground. 

Forced  Out. — A  base-runner  is  forced  out,  if,  when  compelled  to 

make  room  for  another  runner  on  a  base,  he  is  unable  to  reach 

the  next  base  ahead  of  the  ball  or  is  tagged  with  the  ball 

by  an  opponent. 

Forfeited  Game. — A  game  called  by  an  umpire  and  awarded  to 

one  teanrfor  any  violations  of  the  rules  by  the  other  team. 
Foul  Ball. — A  batted  ball  which  goes  into  foul  ground,  except  in 
the  case  of  a  foul  tip. 


VOCABULAKY  199 

Foul-Lines. — Lines  limiting  the  fair  territory  and  running  from 
the  home  base  through  first  and  third  bases  to  the  extrem- 
ity of  the  grounds. 

Foul  Strike. — A  ball  batted  while  the  batsman  is  out  of  posi- 
tion; also  a  foul-hit  ball  which  under  certain  conditions  is 
scored  a  strike. 

Foul  Tip. — A  foul  hit  which  goes  sharp  from  the  bat  to  the 
catcher's  hands. 

Fumble. — When  a  player  stops  a  ball  but  loses  time  in  handling 
it  he  is  said  to  have  fumbled  or  "  juggled  "  the  ball. 

Game. — The  contest  becomes  a  game  after  five  innings  have  been 
played  or  if  declared  forfeited  by  the  umpire  before  that 
time;  a  complete  game  consists  of  nine  innings. 

Ground  Hit. — A  batted  ball  striking  the  ground  and  continuing 
along  it. 

Home  Run. — A  complete  circuit  of  the  bases  made  on  a  hit. 

Inning. — One  of  the  nine  periods  of  play;  each  inning  is  divided 
into  halves  and  each  team  is  at  bat  for  half  an  inning  at  a 
time. 

Infield. — The  space  ninety  feet  square  bounded  by  the  base- 
lines. 

Infielders. — Those  playing  the  infield  positions ;  i.  e.,  first-base- 
man,  second-baseman,   short-stop  and  third-baseman. 

Insiioot. — An  in-curved  ball. 

Juggle. — See  Fumble. 

Left  at  Bat. — A  player  who  is  at  bat  when  a  third  out  is  made 
at  a  base  is  said  to  have  been  left  at  bat;  in  which  case  he 
is  the  first  man  at  bat  for  his  side  in  the  next  inning. 

Left-Fielder. — The  player  who  occupies  a  position  in  the  left 
outfield. 

Left  on  Base. — A  runner  holding  a  base  when  the  third  man  is 
put  out  is  said  to  have  been  left  on  base. 

Mask. — The  wire  protector  worn  by  the  catcher  and  sometimes 
by  the  umpire  to  protect  the  face. 

Muff. — A  fly  ball  stopped  but  not  caught. 

Nine. — The  team  of  nine  players. 
14 


200  BASEBALL 

"  No  Game." — The  ruling  of  the  umpire  when  the  contest  is 
stopped  for  any  reason  before  five  innings  have  been  played. 

Out. — Status  of  batsman  or  base-runner  after  being  retired  by 
opponents. 

Out-Shoot. — An  out-curved  ball. 

Outfielders. — Right,  center  and  left-fielders. 

Passed  Ball — A  pitched  ball  passing  the  catcher  and  allowing 
a  runner  to  advance  a  base. 

Pick-Up. — A  fast  ball  taken  from  the  ground  by  a  fielder. 

Pitcher. — The  player  who  delivers  the  ball  to  the  batsman  and 
who  with  the  catcher  comprises  the  battery. 

Pitcher's  Box. — The  oblong  space  from  which  the  pitcher  must 
deliver  the  ball  to  the  batsman. 

Plate. — The  home  base. 

Player's  Lines. — Lines  running  parallel  with  and  fifty  feet  back 
from  the  foul-lines,  starting  at  the  catcher's  lines  and  con- 
tinuing to  the  limits  of  the  grounds. 

Put-Out. — A  play  by  which  a  batsman  or  a  base- runner  is  re- 
tired. 

Right- Fielder. — The  player  who  occupies  a  position  in  the  right 
outfield. 

Run  Out. — A  base-runner  caught  between  bases  by  two  or  more 
opponents  and  tagged  with  the  ball  is  said  to  have  been  run 
out. 

Sacrifice  Hit. — A  hit  made  by  a  batsman  with  a  view  of  ad- 
vancing a  runner  on  bases  at  the  cost  of  being  put  out  him- 
self. 

Second  Base;  Second-Baseman. — The  base  intervening  between 
first  base  and  third  base,  and  the  player  whose  duty  it  is 
to  guard  it  and  to  field  all  balls  in  its  vicinity. 

Score. — A  record  of  the  contest;  each  team  has  a  scorer,  whose 
duty  it  is  to  set  down  an  official  score  as  the  contest  proceeds. 

Scorer. — See  above. 

Scratch  Hit. — A  hit  which  by  fielders'  errors  or  indecision  yields 
a  base  and  which  is  not  truly  a  base-hit. 

Short  Field. — That  part  of  the  outfield  just  back  of  the  in- 


VOCABULAEY  201 

field;   also,  an  infielder  is  said  to  be  playing  a  short  field 

when  he  takes  a  position  in  advance  of  the  base-lines. 
Short- Stop. — The  infielder  playing  the  position  between  second 

and  third  bases. 
Shut-Out. — An  inning  or  a  game  in  which  one  side  prevents  the 

other  side  from  scoring. 
Slide. — A  method  of  reaching  a  base  to  avoid  being  tagged  with 

the  ball  by  sliding  head  first  or  feet  first. 
Stolen  Base. — A  base  obtained  by  a  runner  without  aid  from 

a  hit  by  a  batsman  or  an  error  by  an  opponent. 
Straight  Ball. — A  pitched  ball  without  curve. 
Strike. — A  pitcher's  delivery  which  is  a  fair  ball  or  at  which 

the  batsman  strikes   without  hitting;   also,  when  not  more 

than  one  strike  has  been  called,  a  foul-hit  ball  not  caught 

on  the  fly,  a  bunt  into  foul  territory  and  a  foul  tip  caught 

by  the  batsman  while  within  the  lines  of  his  position. 
Strike-Out. — A  strike-out  is  made  when  a  batsman,  with  two 

strikes  called  on  him,  fails  to  strike  at  a  fair  ball  or  strikes 

at  a  ball  and  does  not  hit  it. 
Third    Base;    Third-Baseman. — The    base    intervening   between 

second  base  and  home  base,  and  the  player  whose  duty  it  is 

to  guard  it  and  to  field  all  balls  in  its  vicinity. 
Thrown  Out. — A  base-runner  is  thrown  out  when  the  catcher  or 

pitcher  throws  the  ball  to  a  baseman  in  time  to  retire  him. 
Tie  Game. — A  game  which  terminates  with  the  scores  even. 
"  Time." — The  order  of  the  umpire  suspending  the  play. 
Time  at  Bat. — The  term  spent  at  the  bat  by  a  batsman. 
Triple  Play. — A  fielding  play  by  which  three  of  the  opponents 

are  retired. 
Umpire. — The  official  whose  duty  it  is  to  judge  of  plays  and  the 

conduct  of  the  players. 
Wild  Pitch. — A  ball  pitched  out  of  reach  of  the  catcher  which 

allows  a  base-runner  to  advance  one  or  more  bases. 
Wild  Throw. — A  ball  thrown  out  of  reach  of  the  player  to  whom 

it  was  directed. 


202  BASEBALL 


SCOKING 

There  are  a  great  many  systems  of  scoring  a  baseball  game,  a 
large  proportion  of  which  are  much  too  complicated  for  ordinary 
use.  For  the  person  who  wishes  to  keep  a  comprehensive  record 
of  the  game  and  at  the  same  time  have  enough  leisure  left  to 
enjoy  the  playing  the  following  system  will  answer  very  well. 

If  possible  use  a  regular  score-book  in  which  the  spaces 
allotted  to  each  player's  turn  at  bat  are  divided  into  five  sections, 
four  corner  sections  and  a  central  section.  Begin  by  numbering 
the  players  as  follows:  Pitcher  1,  catcher  2,  first-baseman  3,  sec- 
ond-baseman 4,  third-baseman  5,  short-stop  6,  left-fielder  7,  cen- 
ter-fielder 8,  right-fielder  9.  Let  A,  B,  and  C  indicate  first,  sec- 
ond and  third  bases  respectively.  Let  b  stand  for  base  on  balls, 
K  for  struck  out,  T  for  third  strike  muffed,  L  for  foul  fly  caught 
by  catcher,  e  for  drive  missed,  M  for  muff  and  W  for  wild  throw. 
Let  a  double  cross  (XX)  signify  an  unsuccessful  attempt  to  force 
a  runner  out  and  put  an  s  for  a  stolen  base.  Make  a  dot  for 
a  run. 

On  a  base-hit  mark  a  cross  in  the  upper  left  space,  pointing 
the  longer  arm  of  the  cross  in  the  direction  of  the  hit.  If  it 
is  a  two-base  hit  make  two  short  arms  to  the  cross,  if  a  three- 
base  hit  three  short  arms  and  if  a  home  run  four  short  arms. 
Always  score  a  hit  when  the  drive  is  too  hard  or  difficult  for  the 
fielder  to  handle.     When  in  doubt  favor  the  batsman. 

If  a  runner  reaches  first  on  a  base-hit  mark  your  single  cross 
in  the  upper  left  space.  If  he  steals  second  put  an  s  in  the  upper 
right  space.  If  he  reaches  third  on  third-baseman's  fumble  of 
short-stop's  throw  mark  6-M-5  in  the  lower  left  space.  If  he 
steals  home  on  a  wild  throw  by  first  baseman  to  the  plate  mark 
W-3-2  in  the  lower  right  space  and  make  a  large  dot  in  the 
central  space. 

Other  examples  of  scoring  by  this  system  are:  M-4  muffed 
fly  by  second-baseman,  e-6  grounder  went  through  short-stop,  9 


SCORING  203 

fly  to  right- fielder,  6-3  out  at  first,  short-stop  to  first-baseman, 
6-4  out  at  second,  short-stop  to  second-baseman,  3-A  put  out  by 
first-baseman  unassisted.  If  a  rimner  is  put  out  mark  the  cen- 
tral space  with  a  1,  2  or  3  according  as  he  is  the  first,  second  or 
third  out. 

If  a  player  is  run  out  between  bases  an  assist  as  well  as  a 
put  out  should  be  awarded  the  fielder,  provided  he  handled  the 
ball  previously  in  the  play.  Thus,  2-5-1-2  would  indicate  that 
catcher  had  caught  a  runner  off  third  and  had  eventually  tagged 
him  out  at  the  plate,  third-baseman  and  pitcher  assisting  in  run- 
ning the  man  down. 

Assists,  put  outs  and  errors  should  be  tallied  as  the  game 
progresses  in  the  columns  for  that  purpose. 


204 


BASEBALL 


BASEBALL   KECOEDS 

IMPOBTANT  COLLEGE   GAMES   OF    1903 

May    2 — Yale,  5;   Pennsylvania,  3. 
May    9 — Pennsylvania,  7;  Princeton,  3. 
May  16 — Harvard,  6;  Pennsylvania,  0. 
May  18 — Cornell,  7 ;  Pennsylvania,  5. 
May  23 — Princeton,  6 ;  Harvard,  5. 
May  30— Yale,  2;  Princeton,  1. 
June    6 — Princeton,  10;  Yale,  6. 
June  13 — Princeton,  7 ;  Yale,  6. 
June  13 — Harvard,  9 ;  Pennsylvania,  0. 
June  18 — Harvard,  5 ;  Yale,  2. 
June  23 — Harvard,  10;  Yale,  6. 


1903    STANDING  OF  PRINCETON,   HAEVAED   AND  YALE 


Princeton. 

Harvard. 

Yale. 

Won. 

Per  Cent. 

Princeton         .   . - 

' 

1 

2 
2 

3 
3 
1 

.750 

Harvard 

Yale              

.667 
.200 

Lost       ..........   .. 

1 

1 

4 

PRINCETON-YALE   G 

AMES   SINCE   189£ 

» 

1895— Yale,  1;  Princeton,  0. 

Yale,  9;  Princeton,  8. 

1896— Princeton,   13;  Yale,  0. 

Yale,   7;  Princeton,  5. 

Princeton,  5;  Yale,  0. 

Yale,  8;  Princeton,  4. 

1897— Yale,  10;  Princeton,  9. 

Princeton,  16;  Yale,  8. 

Princeton,  4;  Yale,  3. 

Princeton,  22;  Y. 

lie,  8. 

BASEBALL   RECOKDS  205 

1898— Princeton,  12;  Yale,  7. 

Yale,  6 ;  Princeton,  4. 

Yale,  8;  Princeton,  3. 
1899— Yale,  8;  Princeton,  0. 

Princeton,  6;  Yale,  2. 

Princeton,  11;  Yale,  4. 
1900— Princeton,  9;  Yale,  3. 

Princeton,  5;  Yale,  4. 
1901— Yale,  9;  Princeton,  8. 

Princeton,  15 ;  Yale,  5. 

Princeton,  5 ;  Yale,  2. 
1902— Yale,   10;  Princeton,  6. 

Princeton,  8;  Yale,  5. 

Yale,  5;  Princeton,  4. 
1903— Yale,  2;  Princeton,  1. 

Princeton,  10;  Yale,  6. 

Princeton,  7;  Yale,  6. 

PBINCETON-HAEVARD   GAMES    SINCE   1895 

1895— Princeton,  7;  Harvard,  2. 

Princeton,  14;  Harvard,  2. 
1896— Princeton,  17;  Harvard,  9. 

Princeton,  8;  Harvard,  6. 

Harvard,  8;  Princeton,  5. 

Princeton,  4 ;  Harvard,  2. 
1897 — Princeton,  6;  Harvard,  3. 

Harvard,  7 ;  Princeton,  4. 

Princeton,  2;  Harvard,  0. 
1898— Princeton,  12;  Harvard,  2. 

Princeton,  9;  Harvard,  2. 
1899— Princeton,  10;  Harvard,  2. 

Princeton,  12;  Harvard,  2. 
1900— Harvard,  4;   Princeton,  0. 

Princeton,  9 ;  Harvard,  2. 
1902— Princeton,  7;  Harvard,  0. 
1903 — Princeton,  6 ;  Harvard,  5. 


206  BASEBALL 

HAEVABD-TALE   GAMES   SINCE    1895 

1895— Yale,  7;  Harvard:  4. 

Yale,  5;  Harvard,  0. 
1896— No  game. 
1897— Harvard,  7;  Yale,  5. 

Harvard,  10;  Yale  8. 
1898— Harvard,  9;  Yale,  4. 

Yale,  7;  Harvard,  0. 

Yale,  3;  Harvard,  1. 
1899— Harvard,  4;  Yale,  3. 

Harvard,  13;  Yale,  10. 
1900— Yale,  15;  Harvard,  5. 

Harvard,  3;  Yale,  0. 

Harvard,  5;  Yale,  2. 
1901— Harvard,  7;  Yale,  3. 

Harvard,  3;  Yale,  0. 
1902— Yale,  7;  Harvard,  2. 

Harvard,  10;  Yale,  4. 

Harvard,  6;  Yale,  5. 
1903— Harvard,   5;  Yale,   2. 

Harvard,  10:  Yale,  6. 


ADDITIONAL  RECORDS 


BASEBALL   EULES  209 


BASEBALL  KULES  EOK  1904 

(By  permission  of  the  American  Sports  Publishing  Company,  owner  of  the  copyright) 

THE  BALL-GROUND 
Rule  1 
The  ball-ground  must  be  enclosed  and  sufficient  in  size  to 
permit  the  players  of  the  team  not  at  bat  to  be  stationed  at  the 
positions  respectively  assigned  to  them  by  their  captain.  To 
obviate  the  necessity  for  ground  rules,  the  shortest  distance  from 
a  fence  or  stand  on  fair  territory  to  the  home  base  should  be  235 
feet,  and  from  home  base  to  the  grand  stand,  90  feet. 

TO    LAY   OFF    THE    FIELD 

Rule  2 

To  lay  off  the  lines  defining  the  location  of  the  several  bases, 

the    catcher's    and   the    pitcher's    position,    and    establishing   the 

boundaries    required   in    playing   the   game   of   baseball,    proceed 

as  follows: 

DIAMOND    OR   INFIELD 

From  a  point,  A,  within  the  grounds,  project  a  straight  line 
out  into  the  field,  and  at  a  point,  B,  154  feet  from  point  A,  lay 
off  lines  B  C  and  B  D  at  right  angles  to  the  line  A  B;  then, 
with  B  as  a  center  and  63.63945  feet  as  a  radius,  describe  arcs 
cutting  the  lines  B  A  at  F  and  B  C  at  G,  B  D  at  H  and  B  E  at  I. 
Draw  lines  F  G,  G  E,  E  H,  and  H  F,  which  said  lines  shall  be 
the  containing  lines  of  the  diamond  or  infield. 

THE    CATCHER'S    LINES 
Rule  3 
With  F  as  a  center  and  10  feet  radius,  describe  an  arc  cutting 
line  F  A  at  L,  and  draw  lines  L  M  and  L  O  at  right  angles  to 
F  A,  and  continue  same  out  from  F  A  not  less  than  10  feet. 


210  BASEBALL 

THE   FOUL-LINES 

Rule  /f 

From  the  intersection  point,  F,  continue  the  straight  lines 
F  G  and  F  H  until  they  intersect  the  lines  L  M  and  L  O,  and 
then  from  the  points  G  and  H  in  the  opposite  direction  until 
they  reach  the  boundary-lines  of  the  ground. 

THE    PLAYER'S  LINES 

Rule  5 

With  F  as  center  and  50  feet  radius,  describe  arcs  cutting 
lines  F  O  and  F  M  at  P  and  Q;  then,  with  F  as  center  again 
and  75  feet  radius,  describe  arcs  cutting  F  G  and  F  H  at  R  and 
S;  then,  from  the  points  P,  Q,  R,  and  S  draw  lines  at  right 
angles  to  the  lines  F  0,  F  M,  F  G,  and  F  H,  and  continue  the 
same  until  they  intersect  at  the  points  T  and  W. 

THE    COACHER'S    LINES 

Rule  6 

With  R  and  S  as  centers  and  15  feet  radius,  describe  arcs 
cutting  the  lines  R  W  and  S  T  at  X  and  Y,  and  from  the  points 
X  and  Y  draw  lines  parallel  with  the  lines  F  H  and  F  G,  and 
continue  same  out  to  the  boundary-lines  of  the  ground. 

THE    THREE-FOOT   LINE 

Rule  7 

With  F  as  a  center  and  45  feet  radius,  describe  an  arc  cutting 
the  line  F  G  at  1,  and  from  1  to  the  distance  of  three  feet  draw  a 
line  at  right  angles  to  F  G,  and  marked  point  2;  then  from 
point  2  draw  a  line  parallel  with  the  line  F  G  to  a  point  three 
feet  beyond  the  point  G,  marked  3;  then  from  the  point  3  draw 
a  line  at  right  angles  to  line  2,  3,  back  to  and  intersecting  with 
F  G,  and  from  thence  back  along  the  line  G  F  to  point  1. 


BASEBALL   EULES  211 

THE    BATSMAN'S    LINES 

Rule  8 

On  either  side  of  the  line  A  F  B  describe  two  parallelograms 
six  feet  long  and  four  feet  wide  (marked  8  and  9),  their  longest 
side  being  parallel  with  the  line  A  F  B,  their  distance  apart 
being  six  inches  added  to  each  end  of  the  length  of  the  diagonal 
of  the  square  within  the  angle  F,  and  the  center  of  their  length 
being  on  said  diagonal. 

THE    PITCHER'S    PLATE 

Rule  9 

Section^  L — With  point  F  as  centre  and  60.5  feet  as  radius 
describe  an  arc  cutting  the  line  F  B  at  line  4,  and  draw  a  line 
5,  6,  passing  through  point  4  and  extending  12  inches  on  either 
side  of  line  F  B;  then  with  line  5,  6,  as  a  side,  describe  a  parallel- 
ogram 24  inches  by  6  inches,  in  which  shall  be  located  the  pitcher's 
plate. 

Sec.  2. — The  pitcher's  plate  shall  not  be  more  than  15  inches 
higher  than  the  base-lines  or  the  home  plate,  which  shall  be 
level  with  the  surface  of  the  field,  and  the  slope  from  the 
pitcher's  plate  to  every  base-line  and  the  home  plate  shall  be 
gradual. 

THE    BASES 

Rule  10 

Section  I. — Within  the  angle  F,  describe  a  five-sided  figure, 
two  of  the  sides  of  which  shall  coincide  with  the  lines  F  G  and 
F  H  to  the  extent  of  12  inches  each,  thence  parallel  with  the 
line  F  B  8l^  inches  to  the  points  X  and  Y,  a  straight  line  between 
which,  17  inches,  will  form  the  front  of  the  home  base  or  plate. 

Sec.  2. — Within  the  angles  at  G,  I,  and  H  describe  squares, 
whose  sides  are  15  inches  in  length,  two  of  such  sides  of  which 
squares  shall  lie  along  the  lines  F  G  and  G  I,  G  I  and  I  H,  I  H 
and  H  F,  which  squares  shall  be  the  location  of  the  first,  second 
and  third  bases  respectively. 


212  BASEBALL 

Rule  11 

The  home  base  at  F  and  the  Pitcher's  Plate  at  4  must  each 
be  of  whitened  rubber,  and  so  fixed  in  the  ground  as  to  be  even 
with  its  surface. 

Rule  12 

The  first  base  at  G,  the  second  base  at  E,  and  the  third 
base  at  H  must  each  be  a  white  canvas  bag  filled  with  soft 
material  and  securely  fastened  in  place  at  the  point  specified 
for  it  in  Rule  9. 

Rule  13 

The  lines  described  in  Rules  3,  4,  5,  6,  7,  and  8  must  be 
marked  with  lime,  chalk  or  other  white  material,  easily  dis- 
tinguishable from  the  ground  or  grass. 

THE  BALL 

Rule  IJf 

Section  L — The  ball  must  weigh  not  less  than  five  nor  more 
than  five  and  one-quarter  ounces  avoirdupois,  and  measure  not 
less  than  nine  nor  more  than  nine  and  one-quarter  inches  in 
circumference.  The  Spalding  National  League  Ball  or  the  Reach 
American  League  Ball  must  be  used  in  all  games  played  under 
these  rules. 

Sec.  2. — Two  regulation  balls  of  the  make  adopted  by  the 
League  of  which  the  contesting  clubs  are  members,  shall  be  deliv- 
ered by  the  home  club  to  the  umpire  at  or  before  the  hour  for 
the  commencement  of  a  championship  game.  If  the  ball  first 
placed  in  play  be  batted  or  thrown  out  of  the  grounds  or  into 
one  of  the  stands  for  spectators,  or,  in  the  judgment  of  the 
umpire,  become  unfit  for  play  from  any  cause,  the  umpire  shall 
at  once  deliver  the  alternate  ball  to  the  pitcher  and  another 
legal  ball  shall  be  supplied  to  him,  so  that  he  shall  at  all  times 
have  in  his  control  one  or  more  alternate  balls  to  substitute  for 
the  ball  in  play  in  any  of  the  contingencies  above  set  forth. 
Provided,  however,  that  all  balls  batted  or  thro\ATi  out  of  the 


BASEBALL   EULES  213 

ground  or  into  a  stand,  shall,  when  returned  to  the  field,  be 
given  into  the  custody  of  the  umpire  immediately  and  become 
alternate  balls,  and  so  long  as  he  has  in  his  possession  two  or 
more  alternate  balls,  he  shall  not  call  for  a  new  ball  to  replace  a 
ball  that  has  gone  out  of  play.  The  alternate  balls  shall  become 
the  ball  in  play  in  the  order  in  which  they  were  delivered  to  the 
umpire. 

Sec.  3. — Immediately  upon  the  delivery  to  him  of  the  alternate 
ball  by  the  umpire,  the  pitcher  shall  take  his  position  and  on 
the  call  of  "Play,"  by  the  umpire,  it  shall  become  the  ball  in 
play.  Provided,  however,  that  play  shall  not  be  resumed  with 
the  alternate  ball  when  a  fair  batted  ball  or  a  ball  thrown  by  a 
fielder  goes  out  of  the  ground  or  into  a  stand  for  spectators 
until  the  base-runners  have  completed  the  circuit  of  the  bases 
unless  compelled  to  stop  at  second  or  third  base  in  compliance 
with  a  ground  rule. 

DISCOLORED    OR   DAMAGED    BALLS 

Sec.  4. — The  ball  in  play  shall  not  be  intentionally  discolored 
by  rubbing  it  with  the  soil  or  otherwise  damaged.  In  the  event 
of  a  new  ball  being  intentionally  discolored,  or  damaged  by  a 
player,  the  umpire  shall,  upon  appeal  by  the  captain  of  the 
opposite  side,  forthwith  demand  the  return  of  that  ball  and 
substitute  for  it  another  legal  ball,  as  hereinbefore  described, 
and  impose  a  fine  of  $5.00  on  the  offending  player. 

HOME  CLUB  TO  PROVIDE  BALLS 

Sec.  5. — In  every  game  the  balls  played  with  shall  be  furnished 
by  the  home  club,  and  the  last  in  play  shall  become  the  property 
of  the  winning  club.  Each  ball  shall  be  enclosed  in  a  paper  box, 
sealed  with  the  seal  of  the  secretary  of  the  League  and  bearing 
his  certificate  that  he  has  examined,  measured  and  weighed  it, 
and  that  it  is  of  the  required  standard  in  all  respects.  The  seal 
shall  not  be  broken  by  the  umpire  except  in  the  presence  of  the 
captains  of  the  contesting  teams  after  "Play"  has  been  called. 


214  BASEBALL 


R^^^ 


RESERVE    BALLS    ON    FIELD 

Sec.  6. — ^The  home  club  shall  have  at  least  a  dozen  regulation 
balls  on  the  field  during  each  championship  game,  ready  for  use 
on  the  call  of  the  umpire. 

UNFIT   BALL    FOR   PLAY 

Sec.  7. — Should  the  ball  become  ripped  or  in  any  way  damaged 
so  as  to  be,  in  the  opinion  of  the  umpire,  unfit  for  use,  he  shall, 
upon  appeal  by  either  captain,  at  once  call  for  a  new  ball  and  put 
the  alternate  ball  into  play. 

THE    BAT 

Rule  15 

The  bat  must  be  round,  not  over  two  and  three-fourth  inches 
in  diameter  at  the  thickest  part,  nor  more  than  42  inches  in 
length,  and  entirely  of  hardwood,  except  that,  for  a  distance  of 
18  inches  from  the  end,  twine  may  be  wound  around  or  a  gran- 
ulated substance  applied  to  the  handle. 

NUMBER   OF    PLAYERS    IN   A   GAME 

Rule  16 

The  players  of  each  club,  actively  engaged  in  a  game  at  one 
time,  shall  be  nine  in  number,  one  of  whom  shall  act  as  captain; 
and  in  no  case  shall  more  or  less  than  nine  men  be  allowed  to 
play  on  a  side  in  a  game. 

POSITIONS    OF    THE    PLAYERS 

Rule  11 

The  players  may  be  stationed  at  any  point  of  the  field  their 
captain  may  elect,  regardless  of  their  respective  positions, 
except  that  the  pitcher,  while  in  the  act  of  delivering  the  ball  to 
the  bat,  must  take  his  position  as  defined  in  Rules  9  and  30; 
and  the  catcher  must  be  within  the  lines  of  his  position  as  defined 
in  Rule  3  and  within  10  feet  of  home  base,  whenever  the  pitcher 
delivers  the  ball  to  the  bat. 


BASEBALL   EULES  215 

MUST    NOT   MINGLE    WITH    SPECTATORS 
Rule  18 

Players  in  uniform  shall  not  be  permitted  to  occupy  seats  in 
the  stands,  or  to  mingle  with  the  spectators. 

UNIFORMS    OF    PLAYERS 
Rule  19 

Every  club  shall  adopt  two  uniforms  for  its  players,  one  to 
be  worn  in  games  at  home  and  the  other  in  games  abroad,  and 
the  suits  of  each  of  the  uniforms  of  a  team  shall  conform  in 
color  and  style.  No  player  who  shall  attach  anything  to  the 
sole  or  heel  of  his  shoe  other  than  the  ordinary  baseball  shoe- 
plate,  or  who  shall  appear  in  a  uniform  not  conforming  to  the 
suits  of  the  other  members  of  his  team,  shall  be  permitted  to 
take  part  in  a  game. 

SIZE    AND    WEIGHT   OF    GLOVES 

Rule  20 

The  catcher  or  first  baseman  may  wear  a  glove  or  mitt  of  any 
size,  shape  or  weight.  Every  other  player  is  restricted  to  the 
use  of  a  glove  or  mitt  weighing  not  over  10  ounces  and  measuring 
not  over  14  inches  around  the  palm. 

PLAYERS'  BENCHES 
Rule  21 

Section  1. — Players'  benches  must  be  furnished  by  the  home 
club  and  placed  upon  a  portion  of  the  ground  not  less  than 
twenty-five  (25)  feet  outside  of  the  players'  lines.  One  such 
bench  shall  be  for  the  exclusive  use  of  the  visiting  team  and  the 
other  for  the  exclusive  use  of  the  home  team.  Each  bench  must 
be  covered  with  a  roof  and  closed  at  the  back  and  each  end;  a 
space,  however,  not  more  than  six  (6)  inches  wide  may  be  left 
under  the  roof  for  ventilation.  All  players  and  substitutes  of 
the  side  at  bat  must  be  seated  on  their  team's  bench,  except  the 


216  BASEBALL 

batsman,  base-runners  and  such  as  are  legally  assigned  to  coach 
base-runners.  Under  no  circumstances  shall  the  umpire  permit 
any  person  except  the  players  and  substitutes  in  uniform  and 
the  manager  of  the  team  entitled  to  its  exclusive  use  to  be  seated 
on  a  bench. 

PENALTY  FOR  VIOLATION 

Sec.  2. — To  enforce  this  rule  the  captain  of  the  other  side 
may  call  the  attention  of  the  umpire  to  its  violation  by  his 
opponents,  whereupon  the  umpire  shall  immediately  order  such 
player  or  players  as  have  disregarded  it  to  be  seated.  If  the 
order  be  not  obeyed  within  one  minute  the  offending  player  or 
players  shall  be  fined  $5.00  each  by  the  umpire.  If  the  order  be 
not  then  obeyed  within  one  minute,  the  offending  player  or 
players  shall  be  debarred  from  further  participation  in  the  game, 
and  shall  be  obliged  to  forthwith  leave  the  playing-field. 

A    REGULATION    GAME 
Rule  22 

Every  championship  game  must  be  commenced  not  later  than 
two  hours  before  sunset  and  shall  continue  until  each  team  has 
had  nine  innings,  provided,  however,  that  the  game  shall  ter- 
minate : 

(1)  'If  the  side  at  bat  scores  less  runs  in  nine  innings  than 
the  other  side  has  scored  in  eight  innings. 

(2)  If  the  side  last  at  bat  in  the  ninth  inning  scored  the 
winning  run  before  the  third  man  was  out. 

EXTRA-INNING  GAMES 
Rule  23 

If  the  score  be  a  tie  at  the  end  of  nine  (9)  innings  for  each 
team,  play  shall  be  continued  until  one  side  has  scored  more 
runs  than  the  other  in  an  equal  number  of  innings,  provided, 
that  if  the  side  last  at  bat  score  the  winning  run  before  the 
third  man  is  out  in  any  inning  after  the  ninth,  the  game  shall 
terminate. 


BASEBALL   RULES  217 

DRAWN  GAMES 
Rule  2Ji 

A  drawn  game  shall  be  declared  by  the  umpire  if  the  score 
is  equal  on  the  last  even  inning  played  when  he  terminates  play 
on  account  of  darkness,  rain,  fire,  panic,  or  for  other  cause  which 
puts  patrons  or  players  in  peril,  after  five  or  more  equal  innings 
have  been  played  by  each  team.  But  if  the  side  that  went 
second  to  bat  is  at  the  bat  when  the  game  is  terminated,  and  has 
scored  the  same  number  of  runs  as  the  other  side,  the  umpire 
shall  declare  the  game  drawn  without  regard  to  the  score  at  the 
last  equal  inning. 

CALLED  GAMES 

Rule  25 

If  the  umpire  call  "Game"  on  account  of  darkness,  rain,  fire, 
panic,  or  other  cause  which  puts  patrons  or  players  in  peril,  at 
any  time  after  five  innings  have  been  completed,  the  score  shall 
be  that  of  the  last  equal  innings  played,  but  if  the  side  second 
at  bat  shall  have  scored  in  an  unequal  number  of  innings,  or 
before  the  completion  of  the  unfinished  inning,  one  or  more  runs 
than  the  side  first  at  bat,  the  score  of  the  game  shall  be  the 
total  number  of  runs  each  team  has  made. 

FORFEITED  GAMES 

Rule  26 

A  forfeited  game  shall  be  declared  by  the  umpire  in  favor  of 
the  club  not  in  fault,  at  the  request  of  such  club,  in  the  following 
cases : 

Section  1. — If  the  team  of  a  club  fail  to  appear  upon  the 
field,  or,  being  upon  the  field,  refuse  to  begin  a  game  for  which 
it  is  scheduled  or  assigned,  within  five  minutes  after  the  umpire 
has  called  "Play"  at  the  hour  for  the  beginning  of  the  game, 
unless  such  delay  in  appearing,  or  in  commencing  the  game,  be 
unavoidable. 

Sec.  2. — If,  after  the  game  has  begun,  one  side  refuse  to 
15 


218  BASEBALL 

continue  to  play,  unless  the  game  has  been  suspended  or  ter- 
minated by  the  umpire. 

Sec.  3. — If,  after  play  has  been  suspended  by  the  umpire,  one 
side  fail  to  resume  playing  in  one  minute  after  the  umpire  has 
called  "Play." 

Sec.  4. — If  a  team  employ  tactics  palpably  designed  to  delay 
the  game. 

Sec.  5. — If,  after  warning  by  the  umpire,  any  one  of  the 
rules  of  the  game  be  wilfully  and  persistently  violated. 

Sec.  6. — If  the  order  for  the  removal  of  a  player,  as  author- 
ized by  Rules  21,  58  and  64,  be  not  obeyed  within  one  minute. 

Sec.  7. — If,  because  of  the  removal  of  players  from  the  game 
by  the  umpire,  or  for  any  cause,  there  be  less  than  nine  players 
on  either  team. 

Sec.  8. — If,  when  two  games  are  scheduled  to  be  played  in 
one  afternoon,  the  second  game  be  not  commenced  within  ten 
minutes  of  the  time  of  the  completion  of  the  first  game.  The 
umpire  of  the  first  game  shall  be  the  timekeeper. 

Sec.  9. — In  case  the  umpire  declare  the  game  forfeited,  he 
shall  transmit  a  written  report  thereof  to  the  president  of  the 
League  within  twenty-four  hours  thereafter.  However,  a  failure 
on  the  part  of  the  umpire  to  so  notify  the  president  shall  not 
affect  the  validity  of  his  award  of  the  game  by  forfeiture. 

NO  GAME 
Rule  27 

"No  game"  shall  be  declared  by  the  umpire  if  he  terminates 
play  on  account  of  rain  or  darkness,  fire,  panic,  or  any  other 
cause  which  puts  the  patrons  or  players  in  peril  before  five 
innings  are  completed  by  each  team.  Provided,  however,  that 
if  the  club  second  at  bat  shall  have  made  more  runs  at  the  end 
of  its  fourth  inning  than  the  club  first  at  bat  has  made  in  five 
completed  innings  of  a  game  so  terminated,  the  umpire  shall 
award  the  game  to  the  club  having  made  the  greater  number 
of  runs,  and  it  shall  count  as  a  legal  game  in  the  championship 
record. 


BASEBALL   KULES  219 

SUBSTITUTES 

Rule  28 

Section  1. — Each  side  shall  be  required  to  have  present  on 
the  field  during  a  championship  game  a  sufficient  number  of 
substitute  players  in  uniform,  conforming  to  the  suits  worn  by 
their  team-mates,  to  carry  out  the  provisions  of  this  code,  which 
requires  that  not  less  than  nine  players  shall  occupy  the  field 
in  any  inning  of  the  game. 

Sec.  2. — ^Any  such  substitute  may  at  any  stage  of  the  game 
take  the  place  of  a  player,  whose  name  is  in  his  team's  batting 
order,  but  the  player  whom  he  succeeds  shall  not  thereafter 
participate  in  that  game. 

Sec.  3. — A  base-runner  shall  not  have  another  player  whose 
name  appears  in  the  batting  order  of  his  team  run  for  him 
except  by  the  consent  of  the  captain  of  the  other  team. 

CHOICE    OF    INNINGS— FITNESS    OF    FIELD    FOR    PLAY 

Rule  29 

The  choice  of  innings  shall  be  given  to  the  captain  of  the 
home  club,  who  shall  be  the  sole  judge  of  the  fitness  of  the 
ground  for  beginning  a  game  after  a  rain;  but,  after  play  has 
been  called  by  the  umpire,  he  alone  shall  be  the  judge  as  to  the 
fitness  of  the  ground  for  resuming  play  after  the  game  has  been 
suspended  on  account  of  rain. 

THE  PITCHING  RULES 
DELIVERY    OF   THE    BALL   TO   THE    BAT 

Rule  30 

Preliminary  to  pitching,  the  pitcher  shall  take  his  position 
facing  the  batsman  with  both  feet  squarely  on  the  ground  and 
in  front  of  the  pitcher's  plate;  and  in  the  act  of  delivering  the 
ball  to  the  bat  he  must  keep  one  foot  in  contact  with  the  pitcher's 


220  BASEBALL 

plate  defined  in  Rule  9.  He  shall  not  raise  either  foot  until  in 
the  act  of  delivering  the  ball  to  the  bat,  nor  make  more  than  one 
step,  in  such  delivery. 

A  FAIRLY  DELIVERED  BALL 
Rule  SI 

A  fairly  delivered  ball  is  a  ball  pitched  or  thrown  to  the  bat 
by  the  pitcher  while  standing  in  his  position  and  facing  the 
batsman,  that  passes  over  any  portion  of  the  home  base,  not 
lower  than  the  batsman's  knee,  nor  higher  than  his  shoulder. 
For  every  such  fairly  delivered  ball,  the  umpire  shall  call  one 
strike. 

AN  UNFAIRLY  DELIVERED  BALL 

Rule  32 

An  unfairly  delivered  ball  is  a  ball  delivered  to  the  bat  by 
the  pitcher  while  standing  in  his  position  and  facing  the  bats- 
man, that  does  not  pass  over  any  portion  of  the  home  base 
between  the  batsman's  shoulder  and  knee.  For  every  unfairly 
delivered  ball,  the  umpire  shall  call  one  ball. 

DELAYING  THE  GAME 
Rule  33 

Section  1. — If,  after  the  batsman  be  standing  in  his  proper 
position  ready  to  strike  at  a  pitched  ball,  the  ball  be  thrown 
by  the  pitcher  to  any  player  other  than  the  catcher  when  in  the 
catcher's  lines  and  within  10  feet  of  the  home  base  (except  in 
an  attempt  to  retire  a  base-runner),  each  ball  so  thrown  shall 
be  called  a  ball. 

Sec.  2. — The  umpire  shall  call  a  ball  on  the  pitcher  each 
time  he  delays  the  game  by  failing  to  deliver  the  ball  to  the 
batsman  for  a  longer  period  than  20  seconds,  excepting  that  at 
the  commencement  of  each  inning,  or  when  a  pitcher  relieves 
another,  the  pitcher  may  occupy  one  minute  in  delivering  not  to 
exceed  five  balls  to  the  catcher  or  an  infielder,  during  which 
time  play  shall  be  suspended. 


BASEBALL   EULES  221 

BALKING 

Rule  34 
A  balk  shall  be: 

Section  1. — Any  motion  made  by  the  pitcher  while  in  position 
to  deliver  the  ball  to  the  bat  without  delivering  it,  or  to  throw 
to  first  base  when  occupied  by  a  base-runner,  without  com- 
pleting the  throw. 

Sec.  2. — Throwing  the  ball  by  the  pitcher  to  any  base  to 
catch  the  base-runner  without  stepping  directly  toward  such 
base,  in  the  act  of  making  such  throw. 

Sec.  3. — Any  delivery  of  the  ball  to  the  bat  by  the  pitcher 
while  either  foot  is  back  of  the  pitcher's  plate. 

Sec.  4, — Any  delivery  of  the  ball  to  the  bat  by  the  pitcher, 
while  he  is  not  facing  the  batsman. 

Sec.  5. — Any  motion  in  delivering  the  ball  to  the  bat  by  the 
pitcher  while  not  in  the  position  defined  by  Rule  30. 

Sec.  6. — Holding  of  the  ball  by  the  pitcher  so  long  as,  in  the 
opinion  of  the  umpire,  to  unnecessarily  delay  the  game. 

Sec.  7. — Making  any  motion  to  pitch  while  standing  in  his 
position  without  having  the  ball  in  his  possession. 

Sec.  8. — ^Making  any  motion  of  the  arm,  shoulder,  hip,  or 
body  the  pitcher  habitually  makes  in  his  method  of  delivery, 
without  immediately  delivering'  the  ball  to  the  bat. 

Sec.  9. — Delivery  of  the  ball  to  the  bat  when  the  catcher 
is  standing  outside  the  lines  of  the  catcher's  position  as  defined 
in  Rule  3. 

If  the  pitcher  shall  fail  to  comply  with  the  requirements 
of  any  section  of  this  rule,  the  umpire  shall  call  a  "balk." 

DEAD  BALL 
Rule  35 
A  dead  ball  is  a  ball  delivered  to  the  bat  by  the  pitcher,  not 
struck  at  by  the  batsman,  that  touches  any  part  of  the  batsman's 
person  or  clothing  while  standing  in  his  position,  or  that  before 
passing  or  getting  beyond  the  control  of  the  catcher  touches  any 
part  of  the  clothing  or  person  of  the  umpire  while  he  is  on  foul 
ground. 


222  BASEBALL 

BALL    NOT   IN    PLAY 

Rule  36 

In  case  of  a  foul  strike,  foul-hit  ball  not  legally  caught,  dead 

ball,  or  a  fair-hit  ball  touching  a  base-runner,  the  ball  shall  not 

be  considered  in  play  until  it  be  held  by  the  pitcher  standing 

in  his  position,  and  the  umpire  shall  have  called  "Play." 

BLOCK  BALLS 
Rule  37 

Section  I. — A  block  is  a  batted  or  thrown  ball  that  is 
touched,  stopped  or  handled  by  a  person  not  engaged  in  the  game. 

Sec.  2. — Whenever  a  block  occurs  the  umpire  shall  declare 
it,  and  base-runners  may  run  the  bases  without  liability  to  be 
put  out  until  the  ball  has  been  returned  to  and  held  by  the 
pitcher  in  his  position. 

Sec.  3. — If  the  person  not  engaged  in  the  game  should  retain 
possession  of  a  blocked  ball,  or  throw  or  kick  it  beyond  the 
reach  of  the  fielders,  the  umpire  shall  call  "Time"  and  require 
each  base-runner  to  stop  at  the  base  last  touched  by  him  until 
the  ball  be  returned  to  the  pitcher  in  his  position  and  the 
umpire  shall  have  called  "Play." 

THE  BATTING  KULES 

THE    BATSMAN'S    POSITION 

Rule  38 

Each   player  of   the  side  at  bat  shall  become  the  batsman 

and  must  take  his  position  within  the  batsman's  lines   (as  defined 

in  Rule  8)    in  the  order  that  his  name  appears  in  his  team's 

batting-list. 

THE    ORDER   OF    BATTING 

Rule  39 
The  batting  order  of  each  team  must  be  delivered  before  the 
game  by  its  captain  to  the  umpire,  who  shall  submit  it  to  the 
inspection  of  the  captain  of  the  other  side.     The  batting  order 


BASEBALL   KULES  223 

delivered  to  the  umpire  must  be  followed  throughout  the  game 
unless  a  player  be  substituted  for  another,  in  which  case  the 
substitute  must  take  the  place  in  the  batting  order  of  the  retired 
player. 

THE    FIRST    BATSMAN    IN   AN    INNING 

Rule  40 

After  the  first  inning  the  first  striker  in  each  inning  shall  be 
the  batsman  whose  name  follows  that  of  the  last  man  who  com- 
pleted his  "time  at  bat"  in  the  preceding  inning. 

PLAYERS  BELONG  ON  BENCH 
Rule  41 

When  a  side  goes  to  the  bat  its  players  must  immediately 
seat  themselves  on  the  bench  assigned  to  them  as  defined  in 
Rule  21,  and  remain  there  until  their  side  is  put  out,  except 
when  called  to  the  bat  or  to  act  as  coacherc  or  substitute  base- 
runners. 

RESERVED    FOR    UMPIRE,    CATCHER,    AND    BATSMAN 
Rule  42 

No  player  of  the  side  "at  bat,"  except  the  batsman,  shall 
occupy  any  portion  of  the  space  within  the  catcher's  lines  as 
defined  in  Rule  3.  The  triangular  space  back  of  the  home  base 
is  reserved  for  the  exclusive  use  of  the  umpire,  catcher  and 
batsman,  and  the  umpire  must  prohibit  any  player  of  the  side 
"at  bat"  from  crossing  the  same  at  any  time  while  the  ball  is 
in  the  hands  of  the  pitcher  or  catcher  or  passing  between  them 
while  standing  in  their  positions. 

FIELDER   HAS    RIGHT   OF    WAY 
Rule  43 

The  players  of  the  side  at  bat  must  speedily  abandon  their 
bench  and  hasten  to  another  part  of  the  field  when  by  remaining 
upon  or  near  it  they  or  any  of  them  would  interfere  with  a 
fielder  in  an  attempt  to  catch  or  handle  a  thrown  ball. 


224  BASEBALL 


THE  BATTING  RULES 
A    FAIR    HIT 

Rule  44 

A  fair  hit  is  a  legally  batted  ball  that  settles  on  fair  ground 
between  home  and  first  base  or  between  home  and  third  base,  or 
that  is  on  fair  ground  when  bounding  to  the  outfield  past  first 
or  third  base,  or  that  first  falls  on  fair  territory  beyond  first 
or  third  base,  or  that  touches  the  person  of  the  umpire  or  a 
player  while  on  fair  ground. 

A    FOUL    HIT 

Rule  45 

A  foul  hit  is  a  legally  batted  ball  that  settles  on  foul  territory 
between  home  and  first  base  or  home  and  third  base,  or  that 
bounds  past  first  or  third  base  on  .foul  territory,  or  that  falls 
on  foul  territory  beyond  first  or  third  base,  or  touches  the  person 
of  the  umpire  or  a  player  while  on  foul  ground. 

A    FOUL   TIP 

Rule  46 

A  foul  tip  is  a  ball  batted  by  the  batsman  while  standing 
within  the  lines  of  his  position,  that  goes  sharp  and  direct  from 
the  bat  to  the  catcher's  hands  and  is  legally  caught. 

A   BUNT    HIT 
Rule  ^7 

A  bunt  hit  is  a  legally  batted  ball,  not  swung  at,  but  met 
with  the  bat  and  tapped  slowly  within  the  infield  by  the  batsman 
with  the  expectation  of  reaching  first  base  before  the  ball  can  be 
fielded  to  that  base.  If  the  attempt  to  bunt  result  in  a  foul, 
a  strike  shall  be  called  by  the  umpire. 


BASEBALL   KULES  225 

BALLS  BATTED  OUTSIDE   THE   GROUND 

Rule  //8 

Section  1. — When  a  batted  ball  passes  outside  the  ground 
or  into  a  stand  the  umpire  shall  decide  it  fair  or  foul  according  to 
whether  the  point  at  which  it  leaves  the  playing  field  is  on  fair 
or  foul  territory. 

Sec.  2. — A  fair  batted  ball  that  goes  over  the  fence  or  into  a 
stand  shall  entitle  the  batsman  to  a  home  run  unless  it  should 
pass  out  of  the  ground  or  into  a  stand  at  a  less  distance  than 
two  hundred  and  thirty-five  (235)  feet  from  the  home  base,  in 
which  case  the  batsman  shall  be  entitled  to  two  bases  only. 
The  point  at  which  a  fence  or  stand  is  less  than  235  feet  from 
the  home  base  shall  be  plainly  indicated  by  a  white  or  black 
sign  or  mark  for  the  umpire's  guidance. 

STRIKES 

Rule  Jf9 

A  strike  is: 

Section  1. — A  pitched  ball  struck  at  by  the  batsman  without 
its  touching  his  bat;  or, 

Sec.  2. — ^A  fair  ball  legally  delivered  hy  the  pitcher  at  which 
the  batsman  does  not  strike. 

Sec.  3. — ^A  foul-hit  ball  not  caught  on  the  fly  imless  the 
batsman  has  two  strikes. 

Sec.  4. — An  attempt  to  bunt  which  results  in  a  foul. 

Sec.  5. — A  pitched  ball,  at  which  the  batsman  strikes  but 
misses  and  which  touches  any  part  of  his  person. 

Sec.  6. — A  foul  tip,  held  by  the  catcher,  while  standing  within 
the  lines  of  his  position. 

FOUL  STRIKE 

Rule  50 

A  "Foul  Strike"  is  a  ball  batted  by  the  batsman  when  either 
or  both  of  his  feet  is  upon  the  ground  outside  the  lines  of  the 
batsman's  position. 


226  BASEBALL 

WHEN    BATSMAN    IS    OUT 

Rule  51 
The  batsman  is  out: 

Section  1. — If  he  fail  to  take  his  position  at  the  bat  in  the 
order  in  which  his  name  is  on  the  batting  list  unless  the  error 
be  discovered  and  the  proper  batsman  replace  him  before  a  time 
"  at  bat"  is  recorded,  in  which  case,  the  balls  and  strikes  called 
must  be  counted  in  the  time  "at  bat"  of  the  proper  batsman. 
But  only  the  proper  batsman  shall  be  declared  out,  and  no  runs 
shall  be  scored  or  bases  run  because  of  any  act  of  the  improper 
batsman.  Provided,  this  rule  shall  not  be  enforced  unless  the 
out  be  declared  before  the  ball  be  delivered  to  the  succeeding 
batsman.  Should  the  batsman  declared  out  under  this  section 
be  the  third  hand  out  and  his  side  be  thereby  put  out,  the  proper 
batsman  in  the  next  inning  shall  be  the  player  who  would  have 
come  to  bat  had  the  players  been  put  out  by  ordinary  play  in  the 
preceding  inning. 

Sec.  2. — If  he  fail  to  take  his  position  within  one  minute 
after  the  umpire  has  called  for  the  batsman. 

Sec.  3. — If  he  make  a  foul  hit  other  than  a  foul  tip,  as 
defined  in  Rule  46,  and  the  ball  be  momentarily  held  by  a  fielder 
before  touching  the  ground;  provided,  it  be  not  caught  in  a 
fielder's  cap,  protector,  pocket  or  other  part  of  his  uniform,  or 
strike  some  object  other  than  a  fielder  before  being  caught. 

Sec.  4. — If  he  make  a  foul  strike,  as  defined  in  Rule  50. 

Sec.  5. — If  he  attempt  to  hinder  the  catcher  from  fielding 
or  throwing  the  ball  by  stepping  outside  the  lines  of  the  bats- 
man's position,  or  in  any  way  obstructing  or  interfering  with  that 
player. 

Sec.  6. — If,  while  first  base  be  occupied  by  a  base-runner, 
three  strikes  be  called  on  him  by  the  umpire,  unless  two  men  are 
already  out. 

Sec.  7. — If,  while  attempting  a  third  strike,  the  ball  touch 
any  part  of  the  batsman's  person,  in  which  case  base-runners 
occupying  bases  shall  not  advance,  as  prescribed  in  Rule  55,  Sec- 
tion 5. 


BASEBALL   EULES  227 

Sec.  8. — If,  before  two  hands  are  out,  while  first  and  second 
or  first,  second  and  third  bases  are  occupied,  he  hit  a  fly-ball, 
other  than  a  line-drive,  that  can  be  handled  by  an  infielder. 
In  such  case  the  umpire  shall,  as  soon  as  the  ball  be  hit,  declare 
it  an  infield  or  outfield  hit. 

Sec.  9. — If  the  third  strike  be  called  in  accordance  with  Rule 
49,  Section  5. 

BATSMAN  MUST  OBEY  CALL 

Sec.  10. — The  moment  a  batsman's  term  at  bat  ends,  the 
umpire  shall  call  for  the  batsman  next  in  order  to  leave  his  seat 
on  the  bench  and  take  his  position  at  the  bat,  and  no  player  of 
the  batting  side  shall  leave  his  seat  on  the  bench  until  so  called 
to  bat,  except  to  become  a  coacher  or  substitute  base-runner,  to 
take  the  place  of  a  player  on  his  team's  batting  list,  to  comply 
with  the  umpire's  order  to  leave  the  field,  or  to  make  way  for  a 
fielder. 


BASE-EUNNma  EULES 

LEGAL  ORDER  OF  BASES 
Rule  52 

The  base-runner  must  touch  each  base  in  legal  order,  viz., 
first,  second,  third  and  home  bases;  and  when  obliged  to  return 
while  the  ball  is  in  play,  must  retouch  the  base  or  bases  in 
reverse  order.  He  can  only  acquire  the  right  to  a  base  by 
touching  it,  before  having  been  put  out,  and  shall  then  be  entitled 
to  hold  such  base  until  he  has  legally  touched  the  next  base  in 
order,  or  has  been  legally  forced  to  vacate  it  for  a  succeeding 
base-runner.  However,  no  base-runner  shall  score  a  run  to  count 
in  the  game,  ahead  of  the  base-runner  preceding  him  in  the 
batting  order,  if  there  be  sucli  preceding  base-runner  who  has 
not  been  put  put  in  that  inning. 


228  BASEBALL 

WHEN    THE    BATSMAN    BECOMES   A    BASE-RUNNER 

Rule  53 

The  batsman  becomes  a  base-runner: 

Section  1. — Instantly  after  he  makes  a  fair  hit. 

Sec.  2. — Instantly  after  "Four  Balls"  have  been  called  by  the 
umpire. 

Sec.  3. — Instantly  after  "Three  Strikes"  have  been  declared 
by  the  umpire. 

Sec.  4. — If,  without  making  any  attempt  to  strike  at  the  ball, 
his  person  or  clothing  be  hit  by  a  pitched  ball  unless,  in  the 
opinion  of  the  umpire,  he  plainly  make  no  effort  to  get  out  of 
the  way  of  the  pitched  ball  and  purposely  permit  himself  to  be 
hit. 

Sec.  5. — If  the  catcher  interfere  with  him  in,  or  prevent  him 
from,  striking  at  a  pitched  ball. 

ENTITLED  TO  BASES 

Rule  54 

The  base-runner  shall  be  entitled,  without  liability  to  be  put 
out,  to  advance  a  base  in  the  following  cases: 

Section  1. — If,  while  the  batsman,  the  umpire  calls  "Four 
Balls,"  or  award  him  first  base  by  being  hit  by  a  pitched  ball  or 
for  being  interfered  with  by  the  catcher  in  striking  at  a  pitched 
ball. 

Sec.  2. — If,  while  the  batsman,  a  fair-hit  ball  strike  the 
person  or  clothing  of  the  umpire  or  a  base-runner  on  fair  ground. 

Sec.  3. — If  the  umpire  award  to  a  succeeding  batsman  a  base 
on  four  balls,  or  for  being  hit  by  a  pitched  ball,  or  being  inter- 
fered with  by  the  catcher  in  striking  at  a  pitched  ball  and  the 
base-runner  be  thereby  forced  to  vacate  the  base  held  by  him. 

Sec.  4.— If  the  umpire  call  a  "Balk." 

Sec,  5. — If  a  ball  delivered  by  the  pitcher  pass  the  catcher 
and  touch  the  umpire  or  any  fence  or  building  within  ninety  ( 90 ) 
feet  of  the  home  base. 


BASEBALL   EULES  229 

Sec.  6. — If  he  be  prevented  from  making  a  base  by  the  ob- 
struction of  a  fielder,  unless  the  latter  have  the  ball  in  his  hand 
ready  to  touch  the  base-runner. 

Sec.  7. — If  the  fielder  stop  or  catch  a  batted  ball  with  his 
cap,  glove  or  any  part  of  his  uniform,  while  detached  from  its 
proper  place  on  his  person. 

RETURNING  TO  BASES 
Rule  55 

The  base-runner  shall  return  to  Jiis  base  without  liability 
to  be  put  out: 

Section  1. — If  the  umpire  declare  a  foul  tip  (as  defined  in 
Rule  4G)  or  any  other  foul  hit,  not  legally  caught  by  a  fielder. 

Sec.  2. — If  the  umpire  declare  a  foul  strike. 

Sec.  3. — If  the  umpire  declare  a  dead  ball,  unless  it  be  also 
the  fourth  unfair  ball,  and  he  be  thereby  forced  to  take  the  next 
base,  as  provided  in  Rule  54,  Section  3. 

Sec.  4. — If  the  person  or  clothing  of  the  umpire  interfere 
with  the  catcher  in  an  attempt  to  throw  or  the  umpire  be  struck 
by  a  ball  thrown  by  the  catcher  or  other  fielder  to  intercept  a 
base-runner. 

Sec.  5. — If  a  pitched  ball  at  which  the  batsman  strikes,  but 
misses,  touch  any  part  of  the  batsman's  person. 

Sec.  6. — In  any  and  all  of  these  cases  the  base-runner  is  not 
required  to  touch  the  intervening  bases  in  returning  to  the  base 
he  is  legally  entitled  to. 

WHEN   BASE-RUNNERS   ARE    OUT 

Rule  56 

The  base-runner  is  out: 

Section  1. — If,  after  three  strikes  have  been  declared  against 
him  while  the  batsman,  the  third-strike  ball  be  not  legally 
caught  and  he  plainly  attempts  to  hinder  the  catcher  from  fielding 
the  ball. 

Sec.  2. — If,  having  made  a  fair  hit  while  batsman,  such  fair- 
hit  ball  be  momentarily  held  by  a  fielder  before  touching  the 
ground  or  any  object  other  than  a  fielder;  provided,  if  it  be  not 


230  BASEBALL 

caught  in  a  fielder's  hat,  cap,  protector,  pocket  or  other  part 
of  his  uniform. 

Sec.  3. — If,  when  the  umpire  has  declared  "Three  Strikes" 
on  him  while  the  batsman,  the  third-strike  ball  be  momentarily 
held  by  a  fielder  before  touching  the  ground;  provided,  if  it  be 
not  caught  in  a  fielder's  cap,  protector,  pocket  or  other  part 
of  his  uniform,  or  touch  some  object  other  than  a  fielder  before 
being  caught. 

Sec.  4. — If,  after  three  strikes  or  a  fair  hit,  he  be  touched 
with  the  ball  in  the  hand  of  a  fielder  before  he  shall  have  touched 
first  base. 

Sec.  5. — If,  after  three  strikes  or  a  fair  hit,  the  ball  be 
securely  held  by  a  fielder  while  touching  first  base  with  any  part 
of  his  person  before  such  base-runner  touch  first  base. 

Sec.  G. — If,  in  running  the  last  half  of  the  distance  from 
home  base  to  first  base,  while  the  ball  is  being  fielded  to  first 
base,  he  run  outside  the  three-foot  lines,  as  defined  in  Rule  7, 
unless  he  do  so  to  avoid  a  fielder  attempting  to  field  a  batted 
ball. 

Sec.  7. — If,  in  running  from  first  to  second  base,  from  second 
to  third  base,  or  from  third  to  home  base,  he  run  more  than 
three  feet  from  a  direct  line  between  a  base  and  the  next  one 
in  regular  or  reverse  order  to  avoid  being  touched  by  a  ball  in 
the  hands  of  a  fielder.  But  in  case  a  field  be  occupying  a  base- 
runner's  proper  path  in  attempting  to  field  a  batted  ball,  then 
the  base-runner  shall  run  out  of  direct  line  to  the  next  base  and 
behind  said  fielder  and  shall  not  be  declared  out  for  so  doing. 

Sec.  8. — If  he  fail  to  avoid  a  fielder  attempting  to  field  a 
batted  ball,  in  the  manner  described  in  Sections  6  and  7  of  this 
rule,  or  in  any  way  obstruct  a  fielder  in  attempting  to  field  a 
batted  ball,  or  intentionally  interfere  with  a  thrown  ball;  pro- 
vided, that  if  two  or  more  fielders  attempt  to  field  a  batted  ball, 
and  the  base-runner  come  in  contact  with  one  or  more  of  them, 
the  umpire  shall  determine  which  fielder  is  entitled  to  the  benefit 
of  this  rule,  and  shall  not  decide  the  base-runner  out  for  coming 
in  contact  with  a  fielder  other  than  the  one  the  umpire  deter- 
mines to  be  entitled  to  field  such  batted  ball. 


BASEBALL   EULES  231 

Sec.  9. — If,  at  any  time  while  the  ball  is  in  play,  he  be  touched 
by  the  ball  in  the  hands  of  a  fielder,  unless  some  part  of  his 
person  be  touching  the  base  he  is  entitled  to  occupy;  provided, 
however,  that  the  ball  be  held  by  the  fielder  after  touching  him, 
unless  the  base-runner  deliberately  knock  it  out  of  his  hand. 

Sec.  10. — If,  when  a  fair  or  foul  hit  ball  (other  than  a  foul 
tip  as  defined  in  Rule  46)  be  legally  caught  by  a  fielder,  such 
ball  be  legally  held  by  a  fielder  on  the  base  occupied  by  the  base- 
runner  when  such  ball  was  batted,  or  the  base-runner  be  touched 
with  the  ball  in  the  hands  of  a  fielder,  before  he  retouch  such 
base  after  such  fair  or  foul  hit  ball  was  so  caught;  provided, 
that  the  base-runner  shall  not  be  out  in  such  case,  if,  after  the 
ball  was  legally  caught  as  above,  it  be  delivered  to  the  bat  by  the 
pitcher  before  the  fielder  hold  it  on  said  base,  or  touch  the  base- 
runner  out  with  it;  but  if  the  base-runner,  in  attempting  to 
reach  a  base,  detach  it  from  its  fastening  before  being  touched  or 
forced  out,  he  shall  be  declared  safe. 

Sec.  II. — If,  when  the  batsman  becomes  a  base-runner,  the 
first  base,  or  the  first  and  second  bases,  or  the  first,  second  and 
third  bases  be  occupied,  any  base-runner  so  occupying  a  base 
shall  cease  to  be  entitled  to  hold  it,  and  may  be  put  out  at  the 
next  base  in  the  same  manner  as  in  running  to  first  base,  or  by 
being  touched  with  the  ball  in  the  hands  of  a  fielder  at  any  time 
before  any  base-runner  following  him  in  the  batting  order  be  put 
out,  unless  the  umpire  should  decide  the  hit  of  the  batsman  to 
be  an  infield  fly. 

Sec.  12. — If  a  fair-hit  ball  strike  him  before  touching  a 
fielder,  and,  in  such  case,  no  base  shall  be  run  unless  necessitated 
by  the  batsman  becoming  a  base-runner,  but  no  run  shall  be 
scored  or  any  other  base-runner  put  out  until  the  umpire  puts 
the  ball  back  into  play. 

Sec.  13. — If,  when  advancing  bases,  or  forced  to  return  to  a 
base,  while  the  ball  is  in  play,  he  fail  to  touch  the  intervening 
base  or  bases,  if  any,  in  the  regular  or  reverse  order  as  the  case 
may  be,  he  may  be  put  out  by  the  ball  being  held  by  a  fielder 
on  any  base  he  failed  to  touch,  or  by  being  touched  by  the  ball 
in  the  hands  of  a  fielder  in  the  same  manner  as  in  running  to 


232  BASEBALL 

first  base;  provided,  that  the  base-runner  shall  not  be  out  in  such 
case  if  the  ball  be  delivered  to  the  bat  by  the  pitcher  before  the 
fielder  hold  it  on  such  base  or  touch  the  base-runner  with  it. 

Sec.  14. — If,  when  the  umpire  call  "Play,"  after  the  suspension 
of  a  game,  he  fail  to  return  to  and  touch  the  base  he  occupied 
when  "Time"  was  called  before  touching  the  next  base;  provided, 
the  base-runner  shall  not  be  out,  in  such  case,  if  the  ball  be 
delivered  to  the  bat  by  the  pitcher,  before  the  fielder  hold  it  on 
said  base  or  touch  the  base-runner  with  it. 

OVERRUNNING    FIRST    BASE 

Sec.  15. — The  base-runner  in  running  to  first  base  may  over- 
run said  base  after  touching  it  in  passing  without  incurring 
liability  to  be  out  for  being  off  said  base,  provided  he  return 
at  once  and  retouch  the  base,  after  which  he  may  be  put  out 
as  at  any  other  base.  If,  after  overrunning  first  base,  he  turn 
in  the  direction  of  or  attempt  to  run  to  second  base,  before 
returning  to  first  base,  he  shall  forfeit  such  exemption  from 
liability  to  be  put  out. 

Sec.  1G. — If,  before  two  hands  are  out  and  while  third  base 
is  occupied,  the  coacher  stationed  near  that  base  shall  run  in  the 
direction  of  home  base  on  or  near  the  base-line  while  a  fielder 
is  making  or  trying  to  make  a  play  on  a  batted  ball  not  caught  on 
the  fly,  or  on  a  throwTi  ball,  and  thereby  draws  a  throw  to  home 
base,  the  base-runner  entitled  to  third  base  shall  be  declared  out 
by  the  umpire  for  the  coacher's  interference  with  and  prevention 
of  the  legitimate  play. 

Sec.  17. — If  one  or  more  members  of  the  team  at  bat  stand 
or  collect  at  or  around  a  base  for  which  a  base-runner  is  trying, 
thereby  confusing  the  fielding  side  and  adding  to  the  difficulty 
of  making  such  play,  the  base-runner  shall  be  declared  out  for 
the  interference  of  his  team-mate  or  team-mates. 

Sec.  18. — If  he  touch  home  base  before  a  base-runner  pre- 
ceding him  in  the  batting  order,  if  there  be  such  preceding  base- 
runner,  lose  his  right  to  third  base. 


BASEBALL   KULES  233 

WHEN   UMPIRE    SHALL   DECLARE    AN   OUT 

Rule  57 

The  umpire  shall  declare  the  batsman  or  base-runner  out, 
without  waiting  for  an  appeal  for  such  decision,  in  all  cases  where 
such  player  be  put  out  in  accordance  with  any  of  these  yules, 
except  Sections  13  and  15  of  Rule  56. 

COACHING  RULES 

Rule  58 

The  coacher  shall  be  restricted  to  coaching  the  base-runner, 
and  then  only  in  words  of  assistance  and  direction  in  running 
bases.  He  shall  not,  by  words  or  signs,  incite  or  try  to  incite  the 
spectators  to  demonstrations,  and  shall  not  use  language  which 
will  in  any  manner  refer  to  or  reflect  upon  a  player  of  the 
opposite  club,  the  umpire  or  the  spectators.  Not  more  than  two 
coachers,  who  must  be  players  in  the  uniform  of  the  team  at  bat, 
shall  be  allowed  to  occupy  the  space  between  the  players'  and  the 
coachers'  lines,  one  near  first  and  the  other  near  third  base,  to 
coach  base-runners.  If  there  be  more  than  the  legal  number  of 
coachers  or  this  rule  be  violated  in  any  respect,  the  captain  of 
the  opposite  side  may  call  the  attention  of  the  umpire  to  the 
offense,  and  thereupon  the  umpire  must  order  the  illegal  coacher 
or  coachers  to  the  bench,  and  if  his  order  be  not  obeyed  within 
one  minute,  the  umpire  shall  assess  a  fine  of  $5.00  against  each 
offending  player,  and  upon  a  repetition  of  the  offense,  the  offend- 
ing player  or  players  shall  be  debarred  from  further  participation 
in  the  game,  and  shall  leave  the  playing-field  forthwith. 

THE    SCORING    OF    RUNS 

Rule  59 

One  run  shall  be  scored  every  time  a  base-runner,  after  having 
legally  touched  the  first  three  bases,  shall  legally  touch  the  home 
base  before  three  men  are  put  out;  provided,  however,  that  if  he 
IG 


234  BASEBALL 

reach  home  on  or  during  a  play  in  which  the  third  man  be 
forced  out  or  be  put  out  before  reaching  first  base,  a  run  shall 
not  count.  A  force-out  can  be  made  only  when  a  base- runner 
legally  loses  the  right  to  the  base  he  occupies  and  is  thereby 
obliged  to  advance  as  the  result  of  a  fair-hit  ball  not  caught  on 
the  fly. 

UMPIRE  AND   HIS  DUTIES 

POWER  TO  ENFORCE  DECISIONS 
Rule  60 

The  umpire  is  the  representative  of  the  League  and  as  such  is 
authorized  and  required  to  enforce  each  section  of  this  code. 
He  shall  have  the  power  to  order  a  player,  captain  or  manager 
to  do  or  omit  to  do  any  act  which  in  his  judgment  is  neces- 
sary to  give  force  and  effect  to  one  or  all  of  these  rules,  and  to 
inflict  penalties  for  violations  of  the  rules  as  hereinafter  pre- 
scribed. 

Rule  61 

There  shall  be  no  appeal  from  any  decision  of  the  umpire  on 
the  ground  that  he  was  not  correct  in  his  conclusion  as  to 
whether  a  batted  ball  was  fair  or  foul,  a  base-runner  safe  or  out, 
a  pitched  ball  a  strike  or  ball,  or  on  any  other  play  involving 
accuracy  of  judgment,  and  no  decision  rendered  by  him  shall  be 
reversed,  except  that  he  be  convinced  that  it  is  in  violation  of 
one  of  these  rules.  The  captain  shall  alone  have  the  right  to 
protest  against  a  decision  and  seek  its  reversal  on  a  claim  that 
it  is  in  conflict  with  a  section  of  these  rules. 

MUST  NOT  QUESTION  DECISIONS 
Rule  62 

Under  no  circumstances  shall  a  captain  or  player  dispute  the 
accuracy  of  the  umpire's  judgment  and  decision  on  a  play. 


BASEBALL   RULES  235 

CLUBS  CAN  NOT  CHANGE  UMPIRE 
Rule  63 
The  umpire  can  not  be  changed  during  a  championship  game 
by  the  consent  of  the  contesting  clubs  unless  the  official  in  charge 
of  the  field  be  incapacitated  from  service  by  injury  or  illness. 

PENALTIES  FOR  VIOLATIONS  OF  THE  RULES 
Rule  6 If 
In  all  cases  of  violation  of  these  rules,  by  either  a  player  or 
manager,  the  penalty  for  the  first  offense  shall  be  a  fine  by  the 
umpire  of  $5.00,  and,  for  a  second  offense,  prompt  removal  of  the 
offender  from  the  game  or  grounds,  followed  by  a  period  of  such 
suspension  from  actual  service  in  the  club  as  the  president  of  the 
League  may  fix. 

UMPIRE  TO  REPORT  VIOLATIONS  OF  THE  RULES 

Rule  65 
The  umpire  shall,  within  twelve  hours  after  fining  or  removing 
a  player  from  the  game,  forward  to  the  president  a  report  of  the 
penalty  inflicted  and  the  cause  therefor. 

Rule  66 
Immediately  upon  being  informed  by  the  umpire  that  a  fine  has 
been  imposed  upon  any  manager,  captain  or  player,  the  president 
shall  notify  the  person  so  fined  and  also  the  club  of  which  he  is 
a  member;  and,  in  the  event  of  the  failure  of  the  person  so  fined 
to  pay  to  the  secretary  of  the  League  the  amount  of  said  fine 
within  five  days  after  notice,  he  shall  be  debarred  from  partici- 
pating in  any  championship  game  or  from  sitting  on  a  players' 
bench  during  the  progress  of  a  championship  game  imtil  such 
fin^  be  paid. 

Rule  67 

When  the  offense  of  the  player  debarred  from  the  game  be  of  a 
flagrant  nature,  such  as  the  use  of  obscene  language  or  an  assault 
upon  a  player  or  umpire,  the  umpire  shall  within  four  hours 
thereafter  forward  to  the  president  of  the  League  full  particulars. 


236  BASEBALL 

WARNING   TO    CAPTAINS 

Rule  68 

The  umpire  shall  notify  both  captains  before  the  game,  and  in 
the  presence  of  each  other,  that  all  the  playing  rules  will  be 
strictly  and  impartially  enforced,  and  warn  them  that  failure  on 
their  part  to  cooperate  in  such  enforcement  will  result  in  ofTenders 
being  fined,  and,  if  necessary  to  preserve  discipline,  debarred  from 
the  game. 

ON    GROUND   RULES 

Rule  69 

Before  the  commencement  of  a  game  the  umpire  shall  see  that 
the  rules  governing  all  the  materials  of  the  game  are  strictly 
observed.  He  shall  ask  the  captain  of  the  home  club  whether 
there  are  any  special  ground  rules,  and  if  there  be  he  shall  acquaint 
himself  with  them,  advise  the  captain  of  the  visiting  team  of  their 
scope  and  see  that  each  is  duly  enforced,  provided  that  it  does 
not  conflict  with  any  of  these  rules. 

OFFICIAL   ANNOUNCEMENTS 

Rule  70 

The  umpire  shall  call  "Play"  at  the  hour  appointed  for  the 
beginning  of  a  game,  announce  "Time"  at  its  legal  interruption 
and  declare  "Game"  at  its  legal  termination. 

SUSPENSION    OF    PLAY 

Rule  71 

The  umpire  shall  suspend  play  for  the  following  causes: 

1.  If  rain  fall  so  heavily  as  to  cause  the  spectators  on  the  open 
field  and  open  stands  to  seek  shelter,  in  which  case  he  shall  note 
the  time  of  suspension,  and  should  rain  fall  continuously  for  thirty 
minutes  thereafter  he  shall  terminate  the  game. 

2.  In  case  of  an  accident  which  incapacitates  him  or  a  player 


BASEBALL   KULES  237 

from  service  in  the  field,  or  in  order  to  remove  from  the  grounds 
any  player  or  spectator  who  has  violated  the  rules,  or  in  case  of 
fire,  panic  or  other  extraordinary  circumstances. 

»  CALL    OF   TIME 

Rule  12 

In  suspending  play  from  any  legal  cause  the  umpire  shall  call 
"Time";  when  he  calls  "Time,"  play  shall  be  suspended  until  he 
calls  "Play"  again,  and  during  the  interim  no  player  shall  be  put 
out,  base  be  run  or  run  be  scored.  "Time"  shall  not  be  called  by 
the  umpire  until  the  ball  be  held  by  the  pitcher  while  standing 
in  his  position. 

DECISIONS    ON    BALLS    AND    STRIKES 

Rule  13 

The  umpire  shall  call  and  count  as  a  "ball"  any  unfair  ball 
delivered  by  the  pitcher  to  the  batsman.  He  shall  also  call  and 
count  as  a  "strike"  any  fairly  delivered  ball  which  passes  over  any 
portion  of  the  home  base,  and  within  the  batsman's  legal  range 
as  defined  in  Rule  31,  whether  struck  at  or  not  by  the  batsman; 
or  a  foul  tip  which  is  caught  by  the  catcher  standing  within  the 
lines  of  his  position,  within  10  feet  of  the  home  base;  or  which, 
after  being  struck  at  and  not  hit,  strike  the  person  of  the  batsman ; 
or  when  the  ball  be  bunted  foul  by  the  batsman;  or  any  foul-hit 
ball  not  caught  on  the  fly  unless  the  batsman  has  two  strikes; 
provided,  however,  that  a  pitched  ball  shall  not  be  called  or 
counted  a  "ball"  or  "strike"  by  the  umpire  until  it  has  passed 
the  home  plate. 

Rule  IJt 

If  but  one  umpire  be  assigned,  his  duties  and  jurisdiction  shall 
extend  to  all  points,  and  he  shall  be  permitted  to  take  his  stand 
in  any  part  of  the  field  that  in  his  opinion  will  best  enable  him 
to  discharge  his  duties.  If  two  umpires  be  assigned  to  a  game, 
the  assistant  umpire  shall  decide  all  plays  at  first  and  second 
bases. 


238  BASEBALL 

FIELD    RULES 

Rule  75 

No  person  shall  be  allowed  upon  any  part  of  the  field  during 
the  progress  of  a  game  except  the  players  in  uniform,  the  manager 
of  each  side,  the  umpire,  such  officers  of  the  law  as  may  be  present 
in  uniform,  and  such  watchmen  of  the  home  club  as  may  be 
necessary  to  preserve  the  peace. 

Rule  76 

No  manager,  captain  or  player  shall  address  the  spectators 
during  a  game  except  in  reply  to  a  request  for  information  about 
the  progress  or  state  of  the  game. 

Rule  77 

Every  club  shall  furnish  sufficient  police  force  to  preserve 
order  upon  its  own  grounds,  and  in  the  event  of  a  crowd  entering 
the  field  during  the  progress  of  a  game,  and  interfering  with  the 
play  in  any  manner,  the  visiting  club  may  refuse  to  play  until  the 
field  be  cleared.  If  the  field  be  not  cleared  within  15  minutes 
thereafter,  the  visting  club  may  claim  and  shall  be  entitled  to 
the  game  by  a  score  of  nine  runs  to  none  (no  matter  what  number 
of  innings  has  been  played). 

GENERAL   DEFINITIONS 

Rule  78 

"Play"  is  the  order  of  the  umpire  to  begin  the  game  Or  to 
resume  it  after  its  suspension. 

Rule  79 

"Time"  is  the  order  of  the  umpire  to  suspend  play.  Such 
suspension  must  not  extend  beyond  the  day. 

Rule  80 

"Game"  is  the  announcement  of  the  umpire  that  the  game  is 
terminated. 


BASEBALL   EULES  239 

Rule  81 

"An  Inning"  is  the  term  at  bat  of  the  nine  players  representing 
a  club  in  a  game  and  is  completed  when  three  of  such  players  have 
been  legally  put  out. 

Rule  82 

"A  Time  at  Bat"  is  the  term  at  bat  of  a  batsman.  It  begins 
when  he  takes  his  position,  and  continues  until  he  is  put  out  or 
becomes  a  base-runner.  But  a  time  at  bat  shall  not  be  charged 
against  a  batsman  who  is  awarded  first  base  by  the  umpire  for 
being  hit  by  a  pitched  ball  or  for  the  illegal  delivery  of  the  pitcher 
or  on  called  balls  or  when  he  makes  a  sacrifice  hit. 

Rule  83 
"Legal"  or  "Legally"  signifies  as  required  by  these  rules. 


THE  SCOKING  KULES 

Rule  84 

To  promote  uniformity  in  scoring  championship  games  the 
following  instructions  are  given  and  suggestions  and  definitions 
made  for  the  guidance  of  scorers,  and  they  are  required  to  make 
all  scores  in  accordance  therewith. 

THE    BATSMAN'S   RECORD 

Bute  85 

Section  1. — ^The  first  item  in  the  tabulated  score,  after  the 
player's  name  and  position,  shall  be  the  number  of  times  he  has 
been  at  bat  during  the  game,  but  the  exceptions  made  in  Rule  82 
must  not  be  included. 

Sec.  2. — In  the  second  column  shall  be  set  down  the  runs,  if 
any,  made  by  each  player. 

Sec.  3. — In  the  third  column  shall  be  placed  the  first-base  hits, 
if  any,  made  by  each  player. 


240  BASEBALL 

.    THE    SCORING    OF    BASE    HITS 

Sec.  4. — A  base  hit  shall  be  scored  in  the  following  cases: 

When  the  ball  from  the  bat  strikes  the  ground  on  or  within 
the  foul  lines  and  out  of  reach  of  the  fielders. 

When  a  fair-hit  ball  is  partially  or  wholly  stopped  by  a  fielder 
in  motion,  but  such  player  can  not  recover  himself  in  time  to  field 
the  ball  to  first  before  the  striker  reaches  that  base  or  to  force 
out  another  base-runner. 

When  the  ball  be  hit  with  such  force  to  an  infielder  or  pitcher 
that  he  can  not  handle  it  in  time  to  put  out  the  batsman  or  force 
out  a  base-runner.  In  a  case  of  doubt  over  this  class  of  hits,  a 
base  hit  should  be  scored  and  the  fielder  exempted  from  the  charge 
of  an  error. 

When  the  ball  is  hit  so  slowly  toward  a  fielder  that  he  cannot 
handle  it  in  time  to  put  out  the  batsman  or  force  out  a  base- 
runner. 

In  all  cases  where  a  base-runner  is  retired  by  being  hit  by  a 
batted  ball,  the  batsman  should  be  credited  with  a  base  hit. 

When  a  batted  ball  hits  the  person  or  clothing  of  the  umpire, 
as  defined  in  Rule  54,  Section  2. 

In  no  case  shall  a  base  hit  be  scored  when  a  base-runner  is 
forced  out  by  the  play. 

SACRIFICE    HITS 

Sec.  5. — In  the  fourth  column  shall  be  placed  the  sacrifice  hits. 

A  sacrifice  hit  shall  be  credited  to  the  batsman  who,  when  no 
one  is  out  or  when  but  one  man  is  out,  advances  a  runner  a  base 
by  a  bunt-hit,  which  results  in  the  batsman  being  put  out  before 
reaching  first,  or  would  so  result  if  it  were  handled  without  error. 

FIELDING   RECORDS 

Sec.  6. — The  number  of  opponents,  if  any,  put  out  by  each 
player  shall  be  set  down  in  the  fifth  column.  W^here  the  batsman 
is  given  out  by  the  umpire  for  a  foul  strike,  or  fails  to  bat  in 
proper  order,  the  put-out  shall  be  scored  by  the  catcher.  In  case 
of  the  base-runner  being  declared  "out"  for  interference,  running 


BASEBALL   EULES  241 

out  of  line,  or  on  an  infield  fly,  the  "out"  should  be  credited  to  the 
player  who  would  have  made  the  play  but  for  the  action  of  the 
baee-runner  or  the  announcement  of  the  umpire. 

Sec.  7. — The  number  of  times,  if  any,  each  player  assists  in 
putting  out  an  opponent  shall  be  set  down  in  the  sixth  column. 
An  assist  should  be  given  to  each  player  who  handles  the  ball  in 
aiding  in  a  run-out  or  any  other  play  of  the  kind,  except  the  one 
who  completes  it. 

An  assist  should  be  given  to  a  player  who  makes  a  play  in  time 
to  put  a  runner  out,  even  if  the  player  who  could  complete  the 
play  fail,  through  no  fault  of  the  assisting  player. 

And  generally  an  assist  should  be  given  to  each  player  who 
handles  or  assists  in  any  manner  in  handling  the  ball  from  the 
time  it  leaves  the  bat  until  it  reaches  the  player  who  makes  the 
put-out,  or  in  case  of  a  thrown  ball,  to  each  player  who  throws 
or  handles  it  cleanly,  and  in  such  a  way  that  a  put-out  results,  or 
would  result  if  no  error  were  made  by  a  team-mate. 

Assists  should  be  credited  to  every  player  who  handles  the  ball 
in  the  play  which  results  in  a  base-runner  being  called  "out"  fox 
interference  or  for  running  out  of  line. 

ERRORS 

Sec.  8. — An  error  shall  be  given  in  the  seventh  column  for  each 
misplay  which  prolongs  the  time  at  bat  of  the  batsman  or  allows 
a  base-runner  to  make  one  or  more  bases  when  perfect  play  would 
have  insured  his  being  put  out.  But  a  wild  pitch,  a  base  on  balls, 
a  base  awarded  to  a  batsman  by  being  struck  by  a  pitched  ball, 
an  illegal  pitch,  a  balk  and  a  passed  ball,  each  of  which  is  a 
battery  and  not  a  fielding  error,  shall  not  be  included  in  the 
seventh  column. 

An  error  shall  not  be  charged  against  the  catcher  for  a  wild 
throw  in  an  attempt  to  prevent  a  stolen  base,  unless  the  base- 
runner  advance  an  extra  base  because  of  the  error. 

An  error  shall  not  be  scored  against  the  catcher  or  an  infielder 
who  attempts  to  complete  a  double  play,  unless  the  throw  be  so 
wild  that  an  additional  base  be  gained. 

In  case  a  base-runner  advance  a  base  through  the  failure  of  a 


242  BASEBALL 

baseman  to  stop  or  try  to  stop  a  ball  accurately  thrown  to  his 
base,  he  shall  be  charged  with  an  error  and  not  the  player  who 
made  such  throw,  provided  there  were  occasion  for  it.  If  such 
throw  be  made  to  second  base  the  scorer  shall  determine  whether 
the  second  baseman  or  shortstop  shall  be  charged  with  an  error. 

STOLEN    BASES 

Sec.  9. — A  stolen  base  shall  be  credited  to  the  base-runner 
whenever  he  advances  a  base  unaided  by  a  base  hit,  a  put-out,  a 
fielding  or  a  battery  error. 

Rule  86 

The  Summary  shall  contain: 

Section  1. — The  score  made  in  each  inning  of  the  game  and 
the  total  runs  of  each  side  in  the  game. 

Sec.  2. — The  number  of  stolen  bases,  if  any,  by  each  player. 

Sec.  3. — The  number  of  two-base  hits,  if  any,  made  by  each 
player. 

Sec.  4. — The  number  of  three-base  hits,  if  any,  made  by  each 
player. 

Sec.  5. — The  number  of  home  runs,  if  any,  made  by  each 
player. 

Sec.  6. — ^The  number  of  double  and  triple  plays,  if  any,  made 
by  each  side,  and  the  names  of  the  players  assisting  in  the  same. 

Sec.  7. — The  number  of  innings  each  pitcher  pitched  in. 

Sec.  8. — The  number  of  base  hits,  if  any,  made  off  each  pitcher. 

Sec.  9. — The  number  of  times,  if  any,  the  pitcher  strikes  out 
the  opposing  batsmen. 

Sec.  10. — The  number  of  times,  if  any,  the  pitcher  gives  bases 
on  balls. 

Sec.  11. — The  number  of  wild  pitches,  if  any,  charged  to  the 
pitcher. 

Sec.  12. — The  number  of  times,  if  any,  the  pitcher  hits  a  bats- 
man with  a  pitched  ball. 

Sec.  13. — The  number  of  passed  balls  by  each  catcher. 

Sec.  14. — The  time  of  the  game. 

Sec.  15. — The  name  of  the  umpire. 


TRACK  AND  FIELD  ATHLETICS. 

Edited  by  W.  A.  Schick,  Jr.,  Harvard,  '05. 


INTRODUCTION 

The  schoolboy  who  goes  in  for  track  or  field  ath- 
letics should  bear  in  mind  at  the  outset  that  his  future 
value  as  an  athlete  depends  very  largely  on  whether 
or  not  he  overdoes  things  in  the  early  years  of  train- 
ing. Many  a  promising  sprinter,  runner  or  jumper 
has  been  spoiled  in  the  making;  many  a  boy  whose  per- 
formances on  the  school  track  or  turf  promised  great 
things  for  his  college  has  fizzled  out  completely  just 
when  he  should  have  attained  his  greatest  power.  More 
often  than  not  it  is  the  athletic  trainer  who  is  to  blame. 
Trainers — not  all,  by  any  means,  but  a  large  propor- 
tion of  them — allow  their  ambitions  to  turn  out  win- 
ning teams  to  get  the  better  of  their  common  sense. 
Schoolboys  are  capable  of  a  good  deal  of  hard  work, 
but  they  are  not  capable  of  the  amount  of  work  that 
a  college  man  is.  Trainers  are  prone  to  lose  sight  of 
this.  A  boy  that  is  driven  too  hard  will  nine  times  out 
of  ten  completely  lose  nervous  force,  and  nervous  force 
is  the  prime  factor  of  athletic  success.  The  age  at 
which  a  boy  may  safely  begin  hard  training  varies  in 
different  cases.     Ordinarily  a  boy  under  sixteen  should 

245 


246      TKACK   A:N^D   FIELD   ATHLETICS 

do  very  little  work  if  he  hopes  to  attain  success  in  col- 
lege. Even  at  sixteen  hard  work  is  harmful  unless  the 
muscles  and  nervous  energy  have  been  developed  by 
ordinary  light  exercise. 

Specialization  to  be  Avoided. — Besides  driving 
their  charges  too  hard  many  trainers  deny  them  a 
thorough  development  of  their  powers  by  allowing 
them  to  indulge  in  the  form  of  athletics  which  they 
like  best  to  the  exclusion  of  all  others.  The  result  is 
that  they  are  but  partially  developed  physically,  a  fact 
which  may  not  trouble  them  for  a  while,  but  which  in 
later  life  will  handicap  them  greatly.  The  rightful 
purpose  of  physical  training  in  schools  is  to  turn  out 
strong,  healthy  boys  with  all-round  developments,  and 
not  specialists.  After  a  boy  has  reached  his  growth 
and  come  into  the  full  endowance  of  power  it  is  time 
enough  for  him  to  put  general  training  aside  and  go 
in  for  some  one  special  form  of  athletics. 

A  remarkable  example  of  the  all-around  athlete  was 
Alvin  C.  Kraenzlein,  of  the  University  of  Pennsylva- 
nia. At  twenty-three  years  of  age  he  had  no  equal  in 
the  world  for  excellence  in  various  branches  of  ath- 
letics. He  was  the  best  broad  jumper  in  the  world 
(24  feet  4 J  inches),  the  best  hurdler  at  all  distances, 
an  excellent  100-yards  sprinter,  and  a  wonderful  per- 
former with  the  hammer,  shot  and  discus.  He  was  also 
proficient  at  high  jumping  and  pole-vaulting. 

This  does  not  mean  that  a  schoolboy  should  not 
select    sprinting    or    long-distance    running    or    some 


INTKODUCTIO:^"  247 

other  specialty  and  strive  to  excel  at  it,  but  that  he 
should  not  do  so  to  the  detriment  of  his  general  all- 
round  physical  development.  And  because  trainers 
are  liable  to  err  in  this  matter  it  becomes  necessary 
for  the  boy  himself  to  be  on  his  guard  and  to  a  certain 
extent  become  his  own  trainer.  The  boy  who  goes  in 
for  athletics  should  try  to  bring  himself  forward  grad- 
ually so  that  the  zenith  of  his  athletic  powers  will  be 
reached  not  in  the  last  year  at  school  but  rather  in  the 
second  or  third  year  at  college.  And  even  if  he  does 
not  intend  to  enter  college  his  course  should  be  the 
same,  for  a  boy  whose  nervous  force  has  been  sapped 
from  him  by  the  time  he  leaves  school  is  in  poor  con- 
dition to  enter  a  career  of  any  sort. 

Diet. — It  is  not  possible  to  lay  down  hard  and  fast 
rules  in  the  matter  of  diet  for  track  or  field  athletes. 
For  various  reasons — one  of  which  is  the  variety  of 
material  going  to  make  up  a  track  team — a  strict  diet  is 
neither  feasible  nor  advisable.  In  every  team  there  will 
be  fellows  on  whom  a  radical  change  in  diet  will  work 
harm  rather  than  good.  It  is  well  to  have  the  team 
at  a  training-table,  but  ordinarily  four  weeks  prior  to 
the  big  meet  will  be  time  enough  to  start  them  tliere. 
The  things  for  the  trainer  to  guard  against  are  fast 
eating  and  overeating  rather  than  any  special  food,  al- 
though, of  course,  dishes  such  as  pies  and  heavy  pastry 
which  are  likely  to  produce  biliousness  should  be  left 
out  of  the  menu.  Kegularity  and  good  cooking  are 
essential,  as  are  plenty  of  sleep,  fresh  air  and  lots  of 


248      TRACK   AKD   FIELD   ATHLETICS 

pure  water.    With  these  there  should  be  an  atmosphere 
of  cheerfulness. 

What  to  Wear. — The  costume  for  the  sprinter, 
runner  or  hurdler  should  consist  of  a  light-weight  shirt 
— mercerized  cotton  is  very  satisfactory — without 
sleeves,  trunks  of  china  silk,  sateen,  cambric  or  silesia 
that  reach  to  just  above  the  knees  and  are  sufficiently 
full  everywhere  to  make  binding  impossible,  and  shoes 
of  soft  calf  or  kangaroo  leather,  with  the  usual  six 
spikes  in  the  toes.  In  the  case  of  the  hurdler  two  addi- 
tional spikes  set  near  the  sides  of  a  low  heel  are  neces- 
sary. For  practise  a  pair  of  light  cotton  socks  should 
be  worn  to  render  the  shoes  more  snug  and  keep  them 
from  chafing  the  feet.  In  competition  a  pair  of  cham- 
ois-leather pushers  take  the  place  of  the  socks.  Grips 
should  be  made  of  soft  cork,  and  if  elastics  are  attached 
to  slip  over  the  backs  of  the  hands  their  usefulness  is 
enhanced. 


TRACK  ATHLETICS 
I,  Sprinting 

The  sprinter  and  the  long-distance  runner  are  as 
widely  apart  in  make-up  as  the  pole-vaulter  and  the 
shot-putter.  A  sprinter  must  have  at  the  outset  a 
strong  heart,  quick,  supple  muscles  and  lots  of  will. 
Agility  of  body  and  high  nervous  force  make  the  suc- 
cessful sprinter.  The  long-distance  runner  requires 
different  qualities. 

The  ideal  sprinter  need  be  neither  long  nor  short; 
he  may  be  either,  so  long  as  he  develops  his  stride  to 
suit.  But  he  has  a  broad  back,  strong  abdominal  mus- 
cles and  long  legs  with  the  muscles  small  rather  than 
large  and  very  quick.  Between  B.  J.  Wefers  and  A.  F. 
Duffy  there  is  a  difference  of  eight  inches  in  height 
and  forty-five  pounds  in  weight,  Wefers  standing  6  feet 
1  inch  and  weighing  185  pounds,  and  Duffy  being  5 
feet  5  inches  high  and  weighing  140  pounds. 

Training  for  the  sprints — and  by  this  is  meant  the 
indoor  events,  the  40-yards  dash  and  the  300-yards  run, 
as  well  as  the  outdoor  100-  and  220-yards  dashes — re- 
quires long,  hard  and  patient  work  as  compared  with 
training  for  the  distances,  although  having  once  learned 

how  and  reached  condition  the  work  is  far  easier  than 
17  249 


250      TKACK   AND   FIELD    ATHLETICS 

in  the  latter.  From  tlie  40  yards  to  the  300  the  re- 
quirements are  the  same  and  the  training  is  so  nearly 
similar  that  it  is  not  necessai'y  to  give  separate  instruc- 
tions for  each.  In  all  of  these  events  it  is  the  start  that 
counts,  and  consequently  it  is  not  possible  for  a  sprinter 
to  become  too  proficient  at  it. 

Prior  to  1890  all  sprinters  stood  erect  upon  their 
marks  with  one  arm  extended.  At  the  sound  of  the 
pistol  that  arm  was  brought  sharply  down  and  the 
sprinter  leaped  forward.  The  start  was  not  greatly  dif- 
ferent from  that  used  for  distance  running.  ITowadays 
every  sprinter  uses  the  college  start  (also  variously 
known  as  the  "  kangaroo/'  "  all-fours/'  and  "  crouch- 
ing ''  start)  or  some  variation  of  it. 

The  Crouching  Start. — -This  method  of  starting 
was  discovered  by  accident  in  1890  by  Lee,  at  that  time 
a  crack  sprinter  of  the  'New  York  Athletic  Club  and 
later  champion  of  the  world.  One  morning  Lee  and  a 
number  of  other  sprinters  were  limbering  up  at  Travers 
Island.  Lee  got  away  so  much  quicker  than  the  others 
that  the  short  dashes  all  resulted  in  his  favor.  Finally, 
merely  as  a  joke,  he  offered  to  handicap  himself,  and 
got  down  on  his  hands  and  knees,  then  on  knees  and 
toes,  and  finally  hit  upon  the  position  as  used  to-day. 
The  start  proved  to  be  anything  but  a  handicap  and 
Lee  gained  several  yards  every  time  he  used  it. 

After  a  week  spent  in  perfecting  it  Lee  tried  it  in 
public.  He  lost  his  race  and  his  companions  jeered  at 
what  they  called  his  "fool  dog  start.''    About  a  month 


s  ^ 


TKACK   ATHLETICS  251 

later,  on  June  28,  1890,  the  "  fool  dog  start "  had  its 
vindication,  Lee  beating  Fred  Westing  for  the  Eastern 
Championship  in  a  220-yard  dash  at  Staten  Island. 
Westing  at  that  time  was  champion  of  America,  Can- 
ada and  England  and  "practically  champion  of  the  world, 
and  was  noted  far  and  wide  for  the  quickness  of  his 
starts.  On  this  occasion,  however,  the  "  fool  dog  start  " 
got  its  inventor  away  fully  two  yards  to  the  good  and 
Westing  was  defeated  in  a  close  finish.  Two  years  later 
Lee's  start  was  accepted  by  experts  in  this  country  and 
Canada  as  being  the  fastest  known,  and  in  England  a 
few  professionals  tried  it.  It  was  not,  however,  until 
1895,  when  the  team  of  the  London  Athletic  Club 
visited  this  country,  that  British  amateurs  recognized 
the  value  of  the  start  and  adopted  it.  Lee  himself  ex- 
plained the  value  of  it  as  follows : 

"  The  beauty  of  this  start  is  that  there  can  be  no 
false  motion,  no  backward  step  when  the  pistol  cracks. 
You  dig  your  holes  for  your  feet,  and  place  your  fingers 
on  the  mark  and  lean  all  your  weight  upon  them,  with 
your  upper  body  out  over  the  mark.  The  instant  you 
lift  your  fingers  from  the  mark  you  begin  to  fall  for- 
ward, and  you  must  run,  and  run  hard,  or  you  will  fall 
on  your  face.  That  it  is  the  natural  and  proper  way  to 
start  its  universal  use  proves." 

How  TO  Start. — The  college  start  should  be  used 
for  all  distances  from  thirty  to  three  hundred  yards. 
The  left  foot  is  placed  about  six  inches  back  of  the 
mark,  the  other  foot  about  two  feet  back  of  that     Get 


252      TEACK   AND   FIELD    ATHLETICS 

a  firm  hold  for  each  foot  by  digging  deep  depressions 
in  the  track.  The  arms  shuld  be  straight  and  the 
finger-tips  should  rest  on  the  mark  with  the  thumbs 
in  line  with  the  toes  of  the  forward  foot.  Some 
sprinters  put  their  knuckles  to  the  ground,  but  the  fin- 
gers supply  more  spring.  If  the  running  corks  are  sup- 
plied with  elastics  to  slip  over  the  backs  of  the  hands 
it  will  not  be  necessary  to  keep  hold  of  them.  While 
waiting  for  the  command  to  get  set  let  yourself  down 
comfortably  on  the  knee  of  the  rear  leg.   . 

At  the  word  "  Set!  "  the  runner  throws  his  weight 
forward  as  far  as  he  can  without  toppling  over,  keeping 
his  head  back  so  that  he  has  a  clear  view  of  the  track. 
The  weight  of  the  body  should  now  be  shared  about 
equally  by  the  front  leg  and  the  hands.  In  this  position 
a  strong  steady  balance  can  be  maintained  for  some 
time.  At  the  sound  of  the  pistol  the  hands  are  raised, 
the  rear  foot  pushes  off  with  all  possible  force  and  the 
weight  of  the  body  is  thrown  suddenly  on  to  the  front 
leg.  The  runner  is  now  falling  forward,  and  if  he  makes 
no  further  effort  will  land  prone  on  his  face.  But  the 
back  leg  is  brought  quickly  to  the  front  and  the  runner 
takes  two  or  three  strides  in  a  crouching  position,  grad- 
ually bringing  himself  erect  as  he  recovers  his  equilib- 
rium. Any  attempt  to  straighten  up  at  once  will  undo 
the  work.  Dive  forward  and  put  every  effort  into  the 
first  five  or  six  strides  in  order  to  get  into  pace  as  soon 
as  possible.  Much  depends  upon  this;  a  quick  start  is 
good,  but  it  is  possible  for  a  runner  to  lose  what  advan- 


TKACK   ATHLETICS  253 

tage  he  has  gained  from  the  start  by  neglecting  to  sum- 
mon every  muscle  to  his  aid  in  the  first  few  strides. 
Endeavor  to  run  straight,  putting  one  foot  directly  in 
front  of  the  other  as  far  as  possible.  The  feet  should 
meet  the  ground  pointing  straight  forward  and  not  at 
an  angle,  as  in  walking.  The  arms  should  be  left  to 
take  care  of  themselves,  as  they  will  at  once  adjust 
themselves  to  the  motion  of  the  body.  The  start  is 
more  than  half  the  battle  and  should  be  practised  fre- 
quently, taking  care,  however,  not  to  overdo  it.  Too 
many  starts,  especially  at  the  commencement  of  prac- 
tise, will  render  the  muscles  of  the  legs  sore  and  stiff, 
and  the  runner  will  find  that  instead  of  increasing  his 
speed  he  has  lessened  it.  Early  in  the  season  four  or 
^ve  starts  a  day  will  in  most  cases  prove  as  much  as 
the  runner  can  stand.  He  should  get  off  his  mark  at 
the  report  of  a  pistol  and  go  fifteen  yards  or  so  at  his 
best  speed,  being  careful  always  to  work  in  good  form. 

The  Pace. — Five  or  six  strides  should  bring  the 
runner  into  his  pace,  body  erect  save  for  a  slight  for- 
ward inclination  and  chin  held  well  in.  The  arms  will 
look  after  themselves  until  the  pace  is  found,  and  as  a 
general  thing  after  that.  But  occasionally  it  is  neces- 
sary to  correct  a  disposition  on  their  part  to  swing  back 
of  the  body.  This  serves  in  a  measure  to  retard  the 
speed.  The  arms  should  swing  from  the  elbows  rather 
than  from  the  shoulders  and  always  in  advance  of  the 
body  rather  than  alongside. 

The   Stride. — Every   runner   must   find   his    own 


254      TKACK   AND   FIELD   ATHLETICS 

stride;  what  it  is  to  be  depends  on  the  length  of  leg. 
To  a  certain  extent  the  runner  with  long  legs  has  an 
advantage  over  the  one  with  short  legs,  yet  the  latter 
by  a  rapid  succession  of  shorter  strides  can  often  equal- 
ize matters,  since  a  long  stride  must  of  necessity  be 
slower.  Don't  strain  after  a  long  stride.  If  you  can 
accomplish  it  naturally  well  and  good;  if  you  can  not, 
use  the  stride  nature  intended  you  should.  Form  is 
what  counts  in  sprinting,  and  a  short  stride  may  be  in 
just  as  good  form  as  a  long  one. 

Be  sure  to  land  on  the  front  of  the  foot,  that  is,  the 
toes  and  the  ball,  and  not  on  the  toes  alone.  The  foot 
should  come  down  very  nearly  flat  to  the  track,  but  the 
heel  should  not  touch.  Never  kick  your  heels  up  be- 
hind, as  by  so  doing  you  cause  loss  of  locomotion  and 
speed  by  making  the  legs  trail  through  a  greater  space 
than  is  necessary.  Care  should  be  taken  to  come  down 
upon  the  ground  lightly  at  every  step.  This  is  some- 
thing that  may  be  easily  learned  in  practise  and  is  far 
more  important  than  it  sounds,  since  much  jarring  soon 
tires  the  muscles  and  nerves. 

TRAmmo. — As  has  been  said,  the  training  necessary 
for  the  four  events  which  are  grouped  under  the  gen- 
eral title  of  sprints,  i.  e.,  the  40-yards,  the  100-yards,  the 
220-yards  and  the  300-yards  dashes,  is  much  the  same ; 
yet  there  must  of  necessity  be  some  difference  between 
preparing  for  a  40-yards  dash  indoors  and  a  220-yards 
dash  on  the  cinders.  Whatever  the  event  or  events  to 
be  trained  for  the  runner  should  not  undertake  serious 


TKACK   ATHLETICS  255 

work  until  by  preliminary  training  of  a  general  sort 
he  has  hardened  and  quickened  his  muscles  and  brought 
his  body  as  a  whole  to  a  condition  where  moderately 
hard  work  will  not  exhaust  it.  The  40-yards  dash  is 
just  a  dash  and  no  more,  a  wild  scramble  of  some  twenty 
odd  strides  consuming  from  start  to  finish  but  four  and 
a  half  or  five  seconds.  In  short,  it  is  a  prolonged  start, 
and  in  it  more  than  in  any  other  event  the  start  is  the 
principal  thing.  In  training  for  it  it  is  best  to  run  the 
entire  distance  at  every  attempt,  using  every  effort  to 
start  quickly  and  get  the  pace  not  later  than  the  fourth 
stride.  After  that  there  is  no  possibility  for  the  slight- 
est let  up;  in  point  of  fact,  the  40-yards  man  should 
increase  his  speed  all  the  way  to  the  tape  and  finish  at 
the  best  speed  he  is  capable  of. 

The  100-yakds  man  should  begin  his  active  training 
by  practising  three  or  four  starts  and  then  going  on 
for  about  50  yards  at  three-quarters  speed.  Increase 
the  severity  of  the  work  very  gradually  and  stop  the 
moment  fatigue  comes.  After  a  few  days  make  a  point 
of  running  the  entire  100  yards  at  three-quarters  speed, 
but  only  do  that  distance  at  full  speed  once  a  week. 
The  three  days  preceding  the  contest  should  be  days  of 
rest.  On  the  first  two  take  some  slow  work  in  order  to 
keep  the  muscles  in  good  condition  and  on  the  last  lay 
off  entirely. 

All  this  applies  to  the  220  yards  in  a  general  way, 
though  of  course  the  runner  must  accustom  himself  to 
longer  trials  in  this  case.    For  ordinary  work  from  150 


256      TKACK   AND    FIELD    ATHLETICS 

to  175  yards  is  a  good  distance  to  cover,  reserving  the 
full  220  for  a  special  once-a-week  effort.  The  300-yards 
man  should  substitute  200  yards  for  every-day  trials. 
It  is  an  excellent  general  rule  that  a  runner  should  not 
run  a  trial  for  more  than  two-thirds  of  his  distance  save 
once  a  week.  E'ever  start  a  race  without  first  warming 
up  thoroughly  and  never  slow  up  suddenly  afterward. 
A  sprained  tendon  or  a  torn  muscle  may  result  in  either 
case.     This  is  important. 

When  running  never  look  behind  and  never  allow 
the  actions  of  the  other  competitors  to  worry  you.  Pay 
no  heed  to  them,  but  give  all  thought  and  effort  to  your 
race.  Breathe  naturally — that  is,  through  the  mouth. 
When  you  near  the  finish-line  don't  let  up  in  your 
speed  no  matter  how  sure  of  the  race  you  may  feeL 
Try  to  keep  the  body  well  forward  at  the  finish.  There 
is  always  a  tendency  to  draw  back  the  head  and  shoul- 
ders when  tired,  which  greatly  retards  the  speed.  Fin- 
ish hard.  It  is  better  to  throw  the  chest  forward  and 
allow  the  arms  to  swing  naturally  than  to  throw  the 
latter  into  the  air.    Slow  down  by  degrees. 

II.  Middle-distance  Running 

The  middle  distances  include  the  quarter-mile  run 
(440-yards  dash),  the  600-yards  run  (an  indoor  event), 
the  half-mile  run  (880-yards  dash)  and  the  1,000-yards 
run  (an  indoor  event).  In  each  of  these  speed  must 
be  reenforced  by  endurance.     The  quarter-mile  as  run 


A  STANDING  STAET. 


AT  THE  MIDDLE  OF  A  HUNDRED-YARDS  DASH. 


TKACK   ATHLETICS  257 

nowadays  usually  consists  of  a  first  100  yards  at  a  speed 
as  near  ten  seconds  as  possible  followed  by  340  yards 
in  something  about  forty  seconds.  In  other  words^  it  is 
necessary  to  do  the  first  hundred  yards  at  top  speed  and 
then  have  staying  power  sufficient  to  enable  you  to  keep 
up  a  speed  very  little  short  of  that  to  the  end.  This  is 
true  also  of  the  600  yards.  In  the  half-mile  event  en- 
durance comes  to  the  fore  and  speed — such  speed,  at 
least,  as  we  associate  with  the  sprinter — is  of  second- 
ary consideration.  The  1,000-yards  run,  since  it  is  an 
indoor  event  and  performed  on  a  short  track  with  raised 
turns,  is  naturally  a  comparatively  slow  performance. 

Preliminary  Work. — The  candidate  for  any  of  the 
middle  distances  should  begin  his  work  as  soon  as  the 
snow  is  off  the  ground  in  the  spring.  Daily  walks  and 
jogs  covering  from  two  to  three  miles  across  country 
should  be  followed  by  baths  and  brisk  rub-downs. 
From  a  fortnight  to  a  month  of  this  preparation  should 
put  the  runner  in  hard  physical  condition  and  give  him 
a  very  considerable  lung  power. 

The  Quarter-Mile. — As  soon  as  it  is  possible  to 
get  on  to  the  track  begin  by  running  two  220-yard  dis- 
tances at  three-quarters  speed,  resting  between.  On 
the  following  day  do  a  moderate  mile.  In  a  similar  way 
alternate  long  and  short  distances  for  the  next  six 
weeks,  doing  a  fast  100  yards  now  and  then  to  develop 
sprinting  ability  and  not  oftener  than  once  in  two  weeks 
going  the  quarter-mile  at  top  speed.  Two  or  three 
times  a  week  the  crouching  start  should  be  practised. 


258      TKACK   AND   FIELD    ATHLETICS 

The  first  part  of  a  quarter-mile  race  is  usually  a  short 
dash  to  secure  the  pole,  which  is  a  decided  advantage, 
and  consequently  much  may  depend  upon  the  runner's 
ability  to  get  off  his  mark  quickly. 

This  should  bring  you  to  about  the  first  week  in 
May,  when  speed  trials  may  become  more  frequent  and 
when  it  will  be  well  to  pay  more  attention  to  sprinting. 
It  is  very  important  that  you  should  be  able  to  tell 
accurately  how  fast  you  are  running.  This  is  a  diffi- 
cult trick  to  learn,  but  by  having  some  one  hold  a  watch 
on  you  two  or  three  times  a  week  for  various  distances, 
such  as  the  100,  150,  and  300  yards,  you  will  soon  be 
able  to  judge  your  pace  very  accurately.  As  in  the 
sprints,  no  work  other  than  mere  muscular  exercise 
should  be  performed  during  the  three  days  preceding 
the  contest  and  no  speed  trial  should  be  held  later  than 
a  week  before  the  meet. 

The  pace  is  the  same  as  for  the  sprints.  The  form 
too  is  identical  save  that  possibly  the  body  should  be 
kept  more  nearly  erect. 

The  quarter-mile  affords  little  opportunity  for  strat- 
egy and  the  best  rule  is.  Get  the  lead  and  hold  it.  After 
that  keep  well  within  yourself  in  order  to  finish  as 
strong  as  possible.  As  in  the  sprints,  don't  worry  about 
the  others,  but  keep  your  eyes  ahead  and  your  mind 
on  the  contest. 

The  Half-Mile. — There  is  not  much  to  say  of  the 
half-mile  that  has  not  been  said  of  the  quarter.  The 
early  spring  work  should  be  the  same,  while  the  track 


TEACK   ATHLETICS  259 

preparation  may  be  conducted  on  tlie  same  general 
lines;  alternate  long  and  short  runs,  an  occasional  sprint 
to  develop  the  ability  to  spurt  when  necessary — ob- 
serving care  here  lest  sprained  muscles  result — and  a 
fortnightly  speed  trial  over  the  full  distance.  The  half- 
miler  is  even  more  dependent  for  success  on  his  ability 
to  judge  his  pace,  than  is  the  quarter-miler,  and  this 
ability  should  be  one  of  the  first  things  gained.  The 
start  for  the  half-mile  is  usually  the  standing-start, 
though  of  course  there  is  no  reason  why  the  college 
start  should  not  be  used  if  desired.  At  least  the  half- 
miler  should  know  how  to  start  from  the  crouching  posi- 
tion quickly  since  it  will  sometimes  happen  that  his 
success  will  depend  to  some  extent  on  his  being  able 
to  get  the  pole  at  the  beginning  of  the  race. 

Geneealship. — The  half-mile,  like  the  mile  and 
two-mile  runs,  and  unlike  the  sprints  and  the  quarter, 
affords  an  excellent  chance  for  generalship,  individual 
and  team.  A  runner  who  is  trained  to  run  the  first 
half  of  the  distance  at  high  speed  in  the  hope  of  being 
able  to  distance  the  field  and  then  by  sheer  dogged 
endurance  hold  his  place  will  often  fall  victim  to  the 
runner  who  is  trained  to  let  some  one  else  set  the  pace 
and  then  show  a  wonderful  burst  of  speed  on  the  last 
half  lap.  When  there  are  two  or  more  entries  from 
the  same  team  the  race  should  be  planned  beforehand. 
Things  don't  always  happen  just  as  they  are  supposed 
to,  but  in  almost  every  case  a  little  planning  will  help, 
while  more  often  than  not  it  will  save  the  day.    Study 


260       TKACK   AND   FIELD   ATHLETICS 

your  opponent's  work  and  study  tlie  performances  of 
the  best  men  at  your  distance.  And  stick  to  your  dis- 
tance; if  you  are  a  half-miler  do  not  in  competition 
try  for  the  quarter  or  the  mile.  There  is  glory  enough 
in  being  a  good  half-miler  and  unless  you  are  much 
above  the  ordinary  that  will  give  you  all  the  work  you 
can  stand. 

III.  Long-distance  Running 

Long-distance  running  is  the  antithesis  of  sprinting. 
In  the  sprint  speed  is  everything;  in  the  mile  and  two- 
mile  runs  endurance  is  the  first  requirement. 

Training  should  begin  early  in  the  winter  with 
calisthenics  in  the  gymnasium  to  strengthen  the  back 
and  abdominal  muscles.  As  soon  as  the  runner  can 
get  outdoors  he  should  start  to  work  strengthening  the 
heart  and  lungs  by  jogging  slowly  over  a  half  mile  the 
first  day,  a  mile  the  second  and  then,  if  he  does  not 
find  himself  fatigued,  going  the  next  day  two,  three 
or  four  miles  at  an  easy  pace.  Perseverance  is  what 
counts,  and  that  and  a  cheerful  willingness  to  work 
will  win  out  in  the  end,  for  long-distance  running  is  one 
of  the  things  one  does  not  have  to  be  born  to;  with 
health,  patience  and  perseverance  any  boy  may  develop 
himself  into  a  creditable  miler. 

A  long,  comfortable  stride  should  be  sought  for. 
This  does  not  mean  that  you  are  to  exhaust  yourself 
day  after  day  trying  to  attain  a  length  of  stride  which 
your  build  naturally  prohibits;  only  that  you  should 


TRACK   ATHLETICS  261 

seek  to  lengthen  your  stride  by  just  that  little  which 
is  probably  within  your  power  to  attain  and  which  may 
mean  a  good  deal  in  the  contest. 

Do  not  get  it  into  your  head  that  because  you  are 
training  for  the  distances  you  are  not  required  to  do 
any  fast  work.  Mr.  Malcolm  Ford  has  laid  down  the 
following  schedule  for  a  man  who  is  training  for  the 
mile  run : 

"  Monday,  three-quarters  of  a  mile. 

"  Tuesday,  a  fairly  fast  600  yards,  followed  by  a 
few  sprints  of  50  or  100  yards. 

"  Wednesday,  a  steady  one  mile. 

"  Thursday,  one-half  mile  at  an  easy  pace. 

"Saturday,  some  sprinting  ranging  up  to  440 
yards.'' 

It  may  be  seen  from  this  that  the  distance  man 
should  practise  sprinting  in  order  that  he  may  be  able 
to  show  a  burst  of  speed  at  the  finish  if  necessary. 

It  is  well  for  the  runner  to  train  slightly  over  his 
distance;  if  he  can  do  a  mile  and  a  half  in  practise  so 
much  the  better,  even  if  he  is  to  do  only  the  mile  in 
competition.  Endurance  is  the  thing  to  work  for,  and 
endurance  means  strength  of  heart  and  lungs  and  mus- 
cles. By  running  over  his  distance  the  miler  or  two- 
miler  will  not  only  strengthen  these  but  will  also  learn 
to  regulate  his  breathing — a  difficult  feat  at  first 
— and  accumulate  sufficient  energy  in  reserve  to  en- 
able him  to  increase  his  speed  in  the  last  100  yards  of 
the  race. 


262      TKACK   AND   FIELD   ATHLETICS 

It  is  possible,  however,  to  overdo  this  and  to 
weaken  rather  than  strengthen  the  heart  and  to  wear 
down  the  system  by  doing  excessive  distances  in  train- 
ing. Running  over  your  distance  does  not  mean  doub- 
ling or  tripling  it. 

The  miler  and  two-miler,  like  the  half-miler, 
should  know  how  fast  he  can  run  the  quarter,  half,  three- 
quarters  and  distance.  He  must  be  a  good  judge  of  pace. 
In  a  contest  he  should  hold  himself  down  to  his  speed 
no  matter  what  efforts  his  competitors  may  make  to 
draw  him  out.  He  should  run  on  his  own  time  and 
pay  no  heed  to  what  the  others  are  doing.  On  the  last 
quarter  he  should  resist  all  temptation  to  shorten  his 
stride  and  run  out  of  form.  The  temptation  to  do  so 
will  be  strong  to  the  inexperienced  runner;  he  is  be- 
coming tired,  the  field  is  going  by  him  and  the  main 
thing  seems  to  him  to  be  to  hurry  up  at  any  cost.  But 
don't  do  it.  Keep  your  form  every  minute  and  don't 
clip  your  stride.  If  you  have  been  running  over  your 
distance  in  practise  perhaps  you  will  be  able  in  the  last 
hundred  yards  to  alter  your  gait  to  the  quarter-miler's 
and  finish  in  a  hard  sprint. 

Be  wary  always  of  overwork  while  training;  one 
day's  overexertion  will  often  counteract  a  whole  week's 
progress. 


TEACK   ATHLETICS  263 

IV.  Hurdling 

The  hurdling  events  are  as  follows: 

High  Hurdles— 120  yards;  10  hurdles  3  feet  6 
inches  high  placed  10  yards  apart  with  15  yards  clear 
at  start  and  finish. 

Low  Hurdles — 220  yards;  10  hurdles  2  feet  6 
inches  high  placed  20  yards  apart  with  20  yards  clear 
at  start  and  finish. 

Indoor  Hurdles — 45  yards;  4  hurdles  2  feet  6 
inches  high  placed  10  yards  apart. 

The  boy  who  goes  in  for  the  hurdles  must  be  will- 
ing to  work  hard  and  progress  slowly.  It  has  been 
said  that  sprinters  are  born  and  not  made.  If  true  of 
sprinters  it  is  doubly  so  of  hurdlers.  The  hurdler  re- 
quires all  the  attributes  belonging  to  the  sprinter,  and 
others  beside.  He  must  be  strong,  exceptionally  supple 
and  must  possess  skill,  nerve,  dash  and  a  cool  head.  To 
excel  in  his  line  he  must  devote  several  years  of  hard 
and  patient  practise  to  it.  This  may  sound  discour- 
aging, and  to  offset  it  the  reader  is  reminded  that  the 
hurdler  who  succeeds  accomplishes  as  much  as  it  is  pos- 
sible to  accomplish  by  devoting  oneself  to  a  single  form 
of  athletics,  and  gains  an  all-round  physical  develop- 
ment which  few  other  forms  supply. 

Preliminary  Training. — The  hurdler's  education 
begins  in  the  gymnasium  with  calisthenics  to  develop 
the  muscles  of  the  body,  and  more  especially  those  be- 
low the  waist.     Rising  alternately  on  toes  and  heels 


264      TEACK   AKD   FIELD   ATHLETICS 

and  doing  tlie  double  jump  on  the  former  are  exercises 
which  should  be  practised  daily.  Raising  the  legs  al- 
ternately until  the  knees  are  level  with  the  armpits; 
throwing  one  leg,  bent  at  the  knee,  forward  and  up 
and  the  other,  bent  at  the  knee,  backward  and  up;  and 
moving  the  body  from  the  waist  upward  from  left  to 
right  and  from  right  to  left  without  moving  the  feet 
are  exercises  especially  beneficial  to  the  hurdler.  An 
easy  jog  on  the  running  track  or  out  of  doors  when 
the  weather  permits  should  be  indulged  in  at  least  every 
other  day  during  the  preliminary  training. 

Outdoor  Work. — As  soon  as  the  ground  is  in  con- 
dition for  outdoor  work  get  on  to  the  cinders  every 
day  for  a  week.  Begin  by  jogging  and  follow  that  up 
with  spirited  sprints  for  short  distances,  lifting  the 
knees  high  and  looking  carefully  after  form,  which 
should  be  that  of  the  100-yard  sprinter.  Practise  the 
college  start  until  you  can  get  away  sharply  with  the 
crack  of  the  pistol. 

Whether  you  are  going  in  for  the  high  hurdles  or 
the  low  hurdles  you  must  display  Uo  hesitation,  but 
take  the  rails  at  a  dash.  Therefore  one  of  the  very 
first  things  to  do  is  to  overcome  all  nervousness.  To 
do  this  put  up  one  hurdle  at  its  proper  distance  from 
the  mark  and  practise  taking  it  three  or  four  times 
daily  until  all  hesitation  is  gone.  Always  start  with  a 
pistol.  When  you  are  able  to  go  over  the  first  hurdle 
without  any  let-up  at  the  take-off  put  up  two  more  and 
try  those  until  the  pace  between  hurdles  is  fairly  well 


TEACK  ATHLETICS  265 

mastered.  Don't  be  in  a  hurry  to  negotiate  the  entire 
flight  and  don't  go  over  the  hurdles  more  than  four 
times  in  a  day;  if  four  times  is  too  much  for  your 
strength  cut  it  down  to  three  or  two.  Four  days  of 
hurdling  and  two  of  starting  and  sprinting  should  com- 
pose the  week.  After  you  have  advanced  to  the  point 
where  you  can  take  the  full  flight  at  a  moderate  pace 
be  careful  not  to  overdo  things,  and  lay  off  from  all 
work  at  the  first  indication  of  staleness.  Take  the  full 
flight  at  top  speed  not  more  than  once  a  week,  no  matter 
how  strong  you  may  feel  nor  how  proficient  you  think 
yourself.  And  do  not  go  near  the  hurdles  for  three 
days  before  a  contest. 

Aside  from  the  hurdle  work  the  training  for  the 
hurdler  is  similar  to  that  of  the  sprinter.  Sprints  of 
from  40  to  130  yards  on  the  flat  if  training  for  the  high 
hurdles,  or  from  80  to  230  yards  if  training  for  the 
low,  starts,  occasional  one-  or  two-mile  walks  across 
country  on  days  when  there  is  no  track  work  to 
strengthen  the  heart  and  lungs  are  all  necessary.  Ex- 
tremely long  walks  should,  however,  be  avoided,  as  they 
tend  to  bind  the  leg  and  thigh  muscles. 

At  the  Hurdles. — In  the  high  hurdles  the  first 

hurdle  is  15  yards  from  the  mark.    The  hurdler  should 

use  the  crouching  or  college  start,  get  away  with  the 

pistol  and  find  his  pace  by  the  time  the  fourth  stride 

has  been  taken.     How  long  his  take-off  is  to  be  is  of 

course  governed  by  his  length  of  leg.    Usually  the  first 

hurdle  is  taken  from  about  6  feet  6  inches  distant. 
18 


266      TKACK    AND    FIELD   ATHLETICS 

There  must  be  no  lessening  of  the  pace;  the  hurdler 
should  go  at  the  jump  with  speed  and  dash.  Most 
hurdlers  take  off  from  the  right  foot. 

Remember  that  it  is  better  to  top  the  bar  than  to 
go  too  high;  every  unnecessary  inch  above  the  hurdle 
is  an  inch  wasted.  On  the  take-off  the  body  should  be 
well  doubled  as  the  first  leg  clears  the  bar.  If  the 
right  leg  goes  over  first  the  right  arm  should  be  thrown 
smartly  forward;  the  left  arm  is  then  brought  quickly 
forward  as  the  other  leg  goes  over;  on  landing  the 
hurdler  is  in  a  natural  position  to  take  up  the  running 
again.  Speed  between  hurdles  is  everything.  The  dis- 
tance between  the  high  hurdles  is  30  feet.  In  taking 
the  first  hurdle  the  hurdler  will  consume  about  6  feet 
of  that  distance.  His  take-off  for  the  next  hurdle 
should  be  6  feet  6  inches  away  from  it.  There  re- 
mains therefore  17  feet  to  be  covered  by  running.  This 
distance  must  be  taken,  if  possible,  in  three  strides.  The 
hurdler  who  has  to  use  four  will  find  himself  taking  off 
for  the  first  hurdle  on  one  foot  and  for  the  second  on 
the  other,  and  so  on  for  the  entire  flight,  and  unless 
he  is  as  clever  on  one  as  on  the  other  he  is  at  a  great 
disadvantage  with  the  man  who  uses  but  three  strides 
and  takes  off  from  the  game  foot  each  time. 

Care  should  be  taken  in  landing  from  the  jump  to 
come  down  not  on  the  toes  alone  but  on  the  hall  and 
toes.  The  necessary  spring  is  then  obtained  by  throw- 
ing the  weight  from  the  ball  to  the  toes.  When  the 
first  foot  touches  the  ground  the  other  should  be  in 


w   ■ 


TKACK  ATHLETICS  267 

position  to  swing  forward  for  a  first  stride  of  moderate 
length. 

Between  Hukdles. — Practise  alone  will  determine 
how  best  to  divide  the  territory  between  jumps.  If  the 
first  stride  is  about  5  feet  4  inches,  the  second  about 
7  feet  and  the  third  about  4  feet  8  inches,  the  hurdler 
will  usually  reach  the  next  take-off  in  good  shape  for 
the  jump.  He  should  guard  against  making  the  first 
stride  too  long.  There  is  always  a  strong  temptation 
to  do  this  with  the  idea  of  covering  the  distance.  But 
the  first  must  be  comparatively  short  and  taken  with  the 
next  two  in  mind.  It  is  by  the  first  stride  that  impetus 
for  the  others  is  obtained.  A  stride  of  about  5  feet 
4  inches  will  bring  the  hurdler  to  the  next  step  with 
plenty  of  rush  to  carry  him  easily  the  7  feet.  On  the 
third  stride  the  effort  should  be  toward  shortening  the 
length  without  lessening  the  speed,  as  a  certain  amount 
of  impetus  must  be  retained  for  the  take-oif  of  the 
jump. 

There  are  two  highly  important  things  to  bear  in 
mind.  When  taking  the  hurdle  the  body  should  face 
it  squarely.  The  body  acts  as  a  lever,  and  unless  it  is 
straight  when  jumping  the  legs  can  not  be  brought 
entirely  around,  but  instead  each  jump  will  leave  the 
hurdler  in  a  position  oblique  to  his  course.  When  land- 
ing thrust  the  head  sharply  forward  and  hold  it  so;  do 
not  allow  it  to  fall  backward.  This  is  especially  neces- 
sary after  the  final  hurdle,  as  it  is  a  great  assistance  in 
the  sprint  for  the  finish. 


268      TKACK   AND   FIELD   ATHLETICS 

The  word  jump  lias  been  used  througliout  this  article 
merely  for  want  of  a  better  one  to  describe  the  motion 
used  in  surmounting  the  hurdles.  As  a  matter  of  fact 
the  motion  is  not  a  jump  in  the  general  sense  of  the 
word.  The  effort  is  and  always  should  be  to  "  cut " 
over  the  hurdle  without  any  perceptible  glide  through 
the  air.     This  is  especially  so  of  the  low  hurdles. 

The  Low  Hurdles. — In  these  the  bars  are  2  feet 
6  inches  from  the  ground  and  should  be  taken  in  the 
stride  without  any  special  spring  into  the  air  and  with 
as  little  lateral  movement  of  the  legs  as  possible.  The 
motion  used  should  in  reality  be  a  heightened  stride 
in  which  the  first  foot  is  thrown  a  few  inches  higher 
than  in  the  stride  on  the  flat.  The  less  it  resembles  a 
glide  the  less  time  it  wastes.  It  is  not  an  easy  perform- 
ance to  attain  to;  it  means  the  hardest  and  most  faith- 
ful practise;  but  when  once  perfected  it  is  well  worth 
the  trouble  it  has  cost. 

The  low  hurdles  are  60  feet  apart.  Seven  or  nine 
strides  should  be  taken;  seven  is  the  ideal  number. 
Some  hurdlers  who  are  unable  to  cover  the  distance 
in  seven  strides  use  eight  instead  of  nine,  taking  the 
jumps  from  alternate  feet.  This,  however,  is  a  difficult 
accomplishment  and  one  best  avoided  by  young  hur- 
dlers. 


'  FIELD  ATHLETICS 

I.  Pole-VauUing 

The  pole-vaulter's  work  begins  at  tlie  commence- 
ment of  the  winter.  The  muscles  of  the  arms,  shoul- 
ders and  back  must  be  developed  before  actual  work 
with  the  pole  is  taken  up.  As  soon  as  the  weather  per- 
mits out-of-door  work  should  begin  with  sprinting  prac- 
tise, taking  short  distances  at  good  speed. 

There  are  two  methods  of  obtaining  the  propulsion 
necessary  to  throw  the  body  over  the  bar.  One  is  to 
take  a  long  run  and  rely  upon  the  impetus  so  gained 
to  put  the  body  over  and  the  other  is  to  make  the  run 
much  shorter  and  put  all  the  force  into  the  leap.  Each 
method  has  its  advocates  and  perhaps  each  is  equally 
good.  On  the  whole,  however,  the  young  pole-vaulter 
will  probably  obtain  best  results  from  steering  a  middle 
course  and  relying  about  equally  on  sprint  and  leap. 

The  first  thing  to  do  is  to  find  out  the  starting-point 

and  the  take-off.    Only  experimenting  will  discover  these 

spots  for  you.    When  found  mark  them  plainly.    Then 

place  your   pole   against   the  bar,   lower  end   on   the 

ground  where  it  will  be  in  the  vault  and  observe  at 

what  point  on  the  pole  the  bar  touches.     Let  the  pole 

fall  toward  you  and  grasp  it  a  foot  under  that  point 

269 


270      TRACK   AND   FIELD   ATHLETICS 

with  the  hand  which  is  to  be  lowest.  If  you  take 
off  with  the  left  foot  this  hand  will  be  the  left  one. 
Now  grasp  the  pole  with  the  upper  hand — in  this  case 
the  right  one — from  2^  to  3  feet  farther  toward  the 
top.    The  thumbs  should  be  held  up. 

On  the  Mark. — Standing  on  your  starting-mark, 
face  to  the  right  and  hold  your  pole  in  front  of  you. 
When  you  start  bring  the  forward  end  up  until  it  points, 
at  a  distance  of  50  yards,  to  about  the  height  of  the 
bar.  Fix  your  eyes  on  the  handkerchief  suspended  from 
the  middle  of  the  bar  and  donH  look  at  anything  else 
until  you  have  raised  your  body  to  it.  You  must  learn 
to  know  where  the  take-off  is  without  really  seeing  it, 
for  it  is  fatal  to  success  to  let  the  gaze  wander  from 
the  goal.  Neither  is  it  necessary  to  look  where  the 
pole  is  going;  the  end  will  find  its  place  and  the  pole 
will  take  care  of  itself. 

The  Sprint. — A  good  deal  depends  on  the  sprint 
down  the  runway.  It  must  be  fast  and  the  strides  should 
be  well  opened  out  without,  however,  any  of  the  "  gal- 
loping "  which  beginners  so  often  affect.  When  the 
take-off  is  reached  the  foremost  end  of  the  pole  should 
be  brought  down  sharply  into  the  depression  in  front  of 
the  sill.  At  the  same  instant  spring  forward  and 
up  for  the  bar  with  all  your  might,  using  all  the  mus- 
cles of  legs,  back  and  arms.  If  your  sprint  has  been 
hard  and  fast  you  will  find  yourself  describing  an  arc 
whose  chord  is  an  angle  of  about  55  degrees.  Your 
impetus  will  be  sufficient  to  carry  you  over  the  bar 


FIELD    ATHLETICS  271 

unless  you  have  made  your  sprint  too  slow  or  have 
eased  up  at  the  take-off.  In  the  latter  case  your  flight 
v^ill  either  stop  before  you  have  reached  the  bar  or 
lessen  to  such  a  degree  that  you  will  not  be  able  to 
drop  over  without  taking  the  bar  with  you.  It  is  nec- 
essary therefore  to  get  plenty  of  "  rush  ^'  into  the  sprint. 

The  Vault. — As  the  body  leaves  the  ground  it 
must  be  controlled  and  guided  by  the  arms  and  pole. 
The  right  or  upper  arm  should  be  stretched  taut,  the 
legs  thrown  up  and  out  and  the  body  turned  so  that  it 
faces  the  bar.  As  the  bar  is  reached  the  arms  must 
accept  the  weight  of  the  entire  body  and  lift  it  so  that 
it  is  held  at  right  angles  to  the  pole,  or  a  little  better. 
The  back  is  straightened  and  all  efforts  given  to  the 
task.  Additional  lifting  power  is  found  if  at  the  mo- 
ment of  reaching  the  bar  the  lower  hand  is  raised  to  a 
point  on  the  pole  just  under  the  upper  hand.  The  upper 
hand,  however,  must  not  be  raised,  as  the  rules  pro- 
hibit it.  The  lifting  process  consists  of  pulling  with 
the  upper  arm  and  pushing  with  the  lower.  This  gives 
at  the  same  time  the  peculiar  twist  to  the  body  that 
drops  it  over  the  bar.  At  the  moment  the  downward 
motion  is  begun  a  hard  push  against  the  pole  gives  the 
vaulter  a  further  impetus  past  the  bar.  When  the 
fall  has  fully  begun  the  pole  is  abandoned.  The  twist 
which  has  swung  the  body  during  the  vault  continues 
after  the  fall  begins  and  the  descent  is  made  with  the 
back  to  the  bar. 

Only  experience  will  teach  you  at  what  height  to 


272      TKACK   AND   FIELD    ATHLETICS 
grasp  the  pole  for  various  heights  of  the  bar.     Much 
depends  upon  the  power  of  the  lift  and  of  the  impetus 
of  the  spring. 

Attire. — The  pole-vaulter's  costume  should  consist 
of  a  sleeveless  shirt  similar  to  that  worn  by  runners, 
a  pair  of  easy-fitting  light-weight  pants  reaching  to  a 
point  well  above  the  knees  and  a  pair  of  kangaroo 
leather  shoes  such  as  described  for  hurdlers,  with  both 
toe  and  heel  spikes. 

A  satisfactory  pole  is  that  made  of  selected  spruce. 
This  pole  costs  from  $3  to  $6,  according  to  length.  A 
good  length  is  14  feet,  although  for  the  highest  vaults 
a  16-foot  length  is  necessary.  A  better  pole  is  made  of 
hollow  spruce  with  the  interior  filled  with  a  prepara- 
tion which  adds  to  the  strength  of  the  pole  without  in- 
creasing its  weight.    A  pole  of  this  sort  costs  $9.50. 

II,  Broad  Jumping 

The  broad  jumper  must  first  of  all  learn  what  form 
is.  Every  boy  not  a  cripple  can  broad  jump,  but  to 
jump  well  is  something  requiring  study  and  practise, 
and  much  of  the  latter. 

The  preliminary  training  must  contain  a  good 
amount  of  sprinting  practise,  for  on  the  speed  attained 
at  the  take-off  depends  how  great  an  effort  of  the  body 
may  be  made.  Sprints  of  from  50  to  100  yards  are 
therefore  a  necessary  part  of  the  broad  jumper's  edu- 
cation.    A  deal  of  practise  is  necessary  if  you  would 


FIELD    ATHLETICS  273 

excel  in  this  event,  but  at  the  same  time  care  must  be 
taken  not  to  attempt  too  much  at  one  time,  for  broad 
jumping  quickly  tires  the  leg  muscles  and  a  strained 
tendon  may  result  from  too  sustained  efforts.  After 
the  form  has  been  acquired  a  half  dozen  jumps  on  alter- 
nate days  is  all  that  should  be  indulged  in.  In  com- 
petition be  careful  to  limber  your  muscles  well  by  short 
jogs,  sprints  and  easy  jumps  before  beginning.  On  the 
first  attempt  try  less  for  distance  than  for  form  and  be 
certain  that  the  take-off  is  reached  perfectly. 

The  Marks. — The  broad  jumper  must  determine 
the  location  of  his  take-off  and  the  place  where  he  is 
to  get  into  his  stride  before  he  can  hope  to  do  any 
successful  jumping.  The  location  of  these  marks  can 
be  determined  only  by  experiment.  Find  your  second 
mark,  or  mark  nearest  the  take-off,  first.  This  mark 
will  ordinarily  be  either  seven  or  nine  strides  from  the 
take-off.  If  you  reach  your  second  mark  squarely  with 
the  foot  your  jump  from  that  foot  should  come  just  as 
squarely  to  the  take-off.  The.  second  mark  therefore 
is  a  means  of  finally  regulating  your  pace.  The  first 
mark  may  be  any  desired  number  of  paces  from  the  sec- 
ond and  is  used  for  the  same  purpose.  Theoretically 
the  jumper  comes  into  his  stride  at  the  first  mark  and 
perfects  it  at  the  second.  E'o  effort  made  in  finding 
the  take-off  is  wasted,  for  without  a  good  take-off  it  is 
not  possible  to  get  the  best  results. 

The  start  for  the  broad  jump  is  the  standing  start 
used  for  distance   running.     The  jumper  should  get 


274      TRACK   AND   FIELD   ATHLETICS 

away  from  tlie  starting-place  without  hesitation,  but 
much  speed  is  not  advisable  until  the  stride  has  been 
found.  The  highest  speed  should  be  reached  about  4 
yards  from  the  take-off  and  at  the  moment  when  the 
body  is  to  be  gathered  for  the  jump.  Unless  the  speed 
is  considerable  the  jumper  can  not  throw  forward  his 
legs  to  the  full  limit,  or,  if  he  does,  he  will  only  fall 
back  and  spoil  the  effort. 

The  Jump. — Get  up  good  speed,  reach  the  take-off 
squarely  with  the  jumping  foot  and  strive  to  go  up  and 
forward  into  the  air  at  an  angle  of  45  or  50  degrees. 
Without  elevation  there  can  be  no  distance.  A  good 
method  to  attain  height  in  practise  is  to  place  a  hurdle 
from  8  to  10  feet  from  the  take-off  and  jump  over  it. 
Throw  the  arms  up  and  out  and  fix  the  eyes  on  a  point 
considerably  higher  than  the  probable  landing-place. 
After  the  take-off  the  legs  come  forward  until  the  knees 
are  well  up  under  the  chin  and  the  closed  hands  are 
thrust  out  at  arms'  length,  balancing  the  body  and 
throwing  the  center  of  .gravity  forward.  The  legs  now 
undouble  and  the  feet  are  stretched  as  far  forward  as 
experience  has  shown  to  be  possible  without  upsetting 
the  body.  The  upper  part  of  the  body  again  follows 
the  legs  forward  until  the  whole  is  again  doubled  over 
like  a  jack-knife.  In  this  position  the  feet  come  to 
earth.  The  momentum  straightens  the  body  again  and 
brings  it  erect.  On  landing  the  feet  should  be  thrust 
as  far  forward  as  safety  will  allow  in  order  to  gain  every 
possible  inch  of  territory  and  at  the  same  time  the 


FIELD    ATHLETICS  275 

upper  body,  head  and  arms  must  be  kept  forward  as 
well  so  as  not  to  fall  backward.  Do  not  allow  the  feet 
to  spread,  but  land  with  them  side  by  side. 

In  competition  if  you  find  in  the  sprint  that  you 
have  lost  your  stride,  slow  up  before  the  take-off  is 
reached  and  try  over.  If  you  can  help  it  do  not  make 
the  jump  unless  you  are  certain  of  losing  no  territory 
at  the  take-off. 

The  jumper's  costume  is  the  same  as  the  runner's. 

III.  High  Jumping 

Preparation  for  the  running  high  jump  should  be- 
gin in  the  gymnasium  with  exercises  for  the  develop- 
ment of  the  muscles  of  the  chest,  back  and  legs.  With- 
out such  development  it  is  not  possible  to  excel  over 
the  high  bar.  Outdoor  training  should  begin  with  easy 
runs  of  from  200  to  300  yards  in  which  special  atten- 
tion is  paid  to  the  exercising  of  the  leg  muscles.  The 
first  attempts  at  the  jump  should  be  made  with  the  bar 
not  over  3  feet  high.  After  the  muscles  of  the  legs  and 
upper  body  have  become  fairly  supple  and  a  certain 
degree  of  form  has  been  gained  raise  the  bar  to  4  feet 
or  thereabouts  and  from  that  height  work  upward  by 
degrees,  always  being  careful  to  keep  on  jumping  at 
one  height  until  you  have  learned  to  take  that  height 
quickly,  easily  and  gracefully. 

Form  is  the  first  thing  for  consideration  after  the 
preliminary  training  of  the  muscles  has  been  attended 


276      TEACK   AND   FIELD   ATHLETICS 

to.  The  old-fashioned  method  of  going  at  the  bar  side- 
wise  and  "cutting''  the  legs  over  one  after  another 
has  been  done  away  with.  Nowadays  the  jump  is  made 
from  a  position  facing  or  very  nearly  facing  the  bar. 
After  leaving  the  ground  a  half  twist  of  the  body  is 
made,  bringing  the  jumper's  side  to  the  bar.  At  the 
rise  the  forward  leg,  preferably  the  right,  is  thrown 
high  up,  the  shoulders  are  thrown  back  and  the  arms 
up  and  forward.  At  the  same  time  the  other  foot,  the 
one  from  which  the  jump  was  made,  is  brought  sharply 
up.  The  forward  leg  passes  over  the  bar  about  parallel 
to  the  ground  and  practically  at  right  angles  to  the  bar. 
The  left  leg  follows  while  partly  doubled  up,  the  foot 
being  about  in  front  of  the  crotch  as  it  goes  over.  The 
upper  body  passes  the  bar  almost  as  soon  as  the  left 
leg,  the  twist  still  operating  and  bringing  the  body  side- 
to  as  the  bar  is  surmounted  and  face  to  the  bar  as  the 
feet  land  in  the  pit. 

As  in  the  running  broad  jump  the  place  where  the 
stride  is  reached  and  the  take-off  must  be  determined 
by  experiment.  It  is  usual  to  locate  the  mark  three 
long  strides  from  the  take-off,  while  the  latter  will  be 
approximately  the  same  distance  from  the  sill  between 
the  standards  as  the  bar  is  from  the  sill.  A  run  of  75 
or  80  feet  at  a  slow  pace  brings  the  jumper  to  his  mark. 
He  should  reach  it  with  his  right  foot,  take  the  next 
three  strides  at  a  fast  rush,  bearing  well  toward  the 
left  side  of  the  path,  and  so  reach  the  take-off  on  his 
left  foot,   which  gives   the  body  twist  necessary.    A 


*c 


or  THE     "^     \ 


FIELD    ATHLETICS  277 

jumper  wlio  takes  off  on  liis  right  foot  will,  of  course, 
bear  to  the  right  of  the  path  instead. 

This  twist  is  one  of  the  first  things  the  jumper 
should  master.  A  sharp  backward  pull  of  the  left 
shoulder,  if  the  take-off  is  from  the  left  foot,  is  half 
the  secret.  In  learning  to  manage  the  legs  it  should 
be  realized  that  if  each  leg  be  brought  up  with  a  force- 
ful jerking  motion  the  body  will  be  thrown  farther 
into  the  air  than  if  the  legs  are  raised  more  gradually. 
The  severest  strain  on  the  muscles  comes  when  the 
effort  to  raise  the  left  leg  to  clear  the  bar  is  made. 
Here  the  arms  and  torso  bear  the  work,  and  it  is  in 
the  perfecting  of  this  part  of  the  jump  that  the  most 
time  will  be  required.  The  jumper  should  keep  his 
gaze  on  the  middle  of  the  bar  from  the  time  he  leaves 
his  mark  until  he  is  passing  over. 

Attire. — The  high  jumper's  costume  is  similar  to 
the  broad  jumper's  save  in  the  matter  of  footwear.  It 
is  customary  to  wear  on  the  jumping  foot  a  shoe  some- 
what heavier  than  that  on  the  other  foot.  Many  vault- 
ers  and  jumpers  have  a  piece  of  rubber  either  inside 
or  outside  of  the  shoe  on  the  heel.  This  gives  more 
spring  and  saves  the  jar  upon  the  heel.  The  jumping- 
foot  shoe  should  be  fitted  with  two  heel  spikes  as  well 
as  the  usual  six  spikes  in  the  toe.  The  other  shoe  should 
have  the  toe  spikes  only. 

Before  entering  a  competition  the  jumper  should 
read  and  understand  the  rules  of  high  jumping,  espe- 
cially as  regards  balks  and  declining  the  jump. 


278      TEACK   AND   FIELD    ATHLETICS 


IV,  Hammer  Throwing 

This  is  one  of  the  oldest  of  present-day  field  sports 
and  had  its  origin  in  the  roth-cleas  or  wheel  feat  of  the 
first  Tailtin  games  held  in  County  Meath,  Ireland,  in 
1370.  Various  forms  of  weight  throwing  followed  un- 
til in  the  last  century  casting  the  sledge  became  an 
established  event  of  athletic  games  in  Great  Britain 
and  Ireland.  In  1866  the  weight  of  the  hammer  was 
fixed  at  16  pounds,  but  the  length  of  handle  was  left  a 
matter  of  individual  taste.  Under  these  conditions  a 
throw  of  120  feet  was  made  in  1873  by  S.  S.  Brown, 
of  Oxford  University.  In  1875  further  restrictions 
were  laid  down;  the  length  of  the  handle  was  limited 
to  3J  feet  and  the  circle  from  which  the  throw  was 
made  was  required  to  be  7  feet  in  circumference.  In 
the  English  Championships  of  that  year  the  hammer- 
throwing  event  was  won  by  C.  H.  Hales  with  a  throw 
of  96  feet.  The  following  year  he  increased  this  to 
110  feet,  and  then,  using  the  old  rules  and  with  no 
restrictions  as  to  run  or  follow,  made  the  remarkable 
throw  of  138  feet. 

In  this  country  the  7-foot  circle  was  not  adopted 
until  1888. 

James  S.  Mitchell  held  the  world's  championship 
for  many  years,  throwing  the  hammer  with  a  single 
turn  of  the  body  and  getting  a  record  of  148  feet  in 


FIELD    ATHLETICS  279 

this  style.  Flannagan  came  into  the  field  with  a  double 
turn  of  the  body  and  bested  Mitchells  record  by  2  feet. 
In  1900  Plaw  of  California  appeared  with  a  triple  turn 
and  added  10  feet  more  to  the  record.  Elannagan  added 
another  turn  to  his  style  and  again  went  to  the  front. 

Training. — Skill,  muscle  and  quickness  on  the  feet 
in  about  equal  proportions  go  to  make  up  the  successful 
hammer  thrower.  Both  may  be  attained  by  determined 
and  assiduous  practise.  Gymnasium  work  should  con- 
sist of  all  such  exercises  as  tend  to  strengthen  and  de- 
velop the  muscles  of  the  arms  and  torso.  Outdoor  work 
should  begin  as  soon  as  the  ground  is  in  condition; 
weather  conditions  have  little  interest  for  those  train- 
ing for  the  weight  events.  The  boy  who  has  weight 
to  start  with  is  at  an  advantage,  all  other  things  being 
equal,  over  the  boy  who  is  light.  The  boy  of  150 
pounds  with  a  nice  development  of  arm  and  back  mus- 
cles has  the  possibilities  of  a  good  hammer  thrower 
in  him. 

At  interscholastic  meetings  the  12-pound  hammer 
is  usually  made  use  of,  while  the  16-pound  hammer 
is  used  by  college  men.  Practise  should  always  be  be- 
gun with  the  lighter  weight.  A  very  satisfactory  12- 
pound  hammer  may  be  bought  for  $3  and  the  best  for 
$4.25.  These  are  respectively  of  iron  and  lead  with 
wire  handles. 

The  throw  is  made  from  a  ring  7  feet  in  diameter, 
outside  of  wliich  the  thrower  may  not  step.  In  com- 
petition each  contestant  is  given  three  tries,  the  best 


280      TBACK   AND   PIELD   ATHLETICS 

to  count.  For  the  finals  the  three  best  men  in  the  first 
trial  are  selected  and  are  allowed  three  tries  more  each. 
Keference  to  the  rules  will  give  a  clearer  understanding 
in  this  matter.  The  first  thing  to  learn  is  how  to  make 
the  turns.  Since  the  advent  of  the  Pacific  Coast  Cham- 
pion, Plaw,  these  turns  have  been  three  in  number. 
The  philosophy  of  the  hammer  throw  is  clearly  ex- 
plained by  Mitchell  as  follows:  "A  very  slight  grasp 
of  mechanical  principles  will  show  that  the  hammer- 
head is,  as  it  were,  attached  to  the  circumference  of  a 
revolving  circle,  the  motive  power  being  supplied  by 
the  spinning  human  body  at  the  center.  At  the  mo- 
ment of  delivery  the  centrifugal  force  causes  the  ham- 
mer to  fly  off  in  a  straight  line.  It  follows  that  the 
hammer  will  fly  farthest  when  the  greatest  momentum 
can  be  produced." 

The  Swings. — After  entering  the  circle  the  thrower 
should  stand  near  the  back  and  grasp  the  handle  of  the 
hammer  firmly  with  both  hands,  the  head  of  the  ham- 
mer resting  as  far  outside  of  the  circle  as  the  reach 
will  permit.  Leaning  well  over  with  feet  spread  sufii- 
ciently  to  obtain  a  perfect  equilibrium,  he  should  bring 
the  hammer  around  in  front  of  him.  The  motion  is 
at  first  slow,  but  by  the  time  the  hammer  has  com- 
pleted the  first  circuit  it  should  be  swinging  straight 
out  from  the  shoulders  and  revolving  at  good  speed. 
Usually  three  swings  about  the  head  are  made,  the 
utmost  speed  being  secured  at  the  completion  of  the 
third.     During  these  swings  the  feet  maintain  their 


FIELD    ATHLETICS  281 

positions  and  the  arms  do  the  work.  With  the  com- 
pletion of  the  last  swing  comes  the  beginning  of  the 
first  turn. 

The  Turns. — The  effort  now  must  be  to  move  the 
body  faster  than  the  swinging  hammer  in  order  to  still 
further  increase  the  momentum  of  the  latter.  The 
body  turn  must  be  commenced  while  the  head  of  the 
hammer  is  yet  well  behind  the  body ;  otherwise,  instead 
of  the  thrower  pulling  the  hammer  around  the  hammer 
will  pull  the  thrower  around — and  ultimately  throw 
him  off  his  feet.  The  hammer,  then,  must  always  be 
kept  well  behind  the  motion  of  the  body.  With  every 
turn  the  speed  of  the  revolving  body  should  be  increased 
until  at  the  end  of  the  third  turn  the  motion  is  a  veri- 
table whirl. 

The  management  of  the  feet  during  this  perform- 
ance is  a  trick  to  be  learned  only  by  practise  and  is 
beyond  the  scope  of  written  explanation.  The  three 
turns  are  not  to  be  made  in  the  same  place;  each  suc- 
cessive one  should  bring  the  body  nearer  to  the  rim 
of  the  circle  opposite  from  where  it  first  stood,  so  that 
when  the  last  turn  is  completed  the  thrower's  feet  are 
as  near  the  mark  as  safety  will  permit.  If  the  turns 
are  made  to  the  left,  as  is  usually  the  case,  the  left  foot 
becomes  a  pivot  on  which  the  most  of  the  weight  of  the 
body  rests,  the  pivot  moving  gradually  across  the  circle. 
The  hammer,  while  it  should  move  around  the  head  in 
a  generally  horizontal  position,  should  describe  a  turn 

half  perpendicular  so  that  when  it  is  released  it  will 
19 


282      TEACK   AND    FIELD    ATHLETICS 

fly  forward  with  a  good  elevation,  which  is  necessary 
for  distance. 

The  Release. — When  the  hammer  is  released  the 
thrower  does  not  face  the  direction  in  which  the  ham- 
mer is  to  go,  but  faces  from  half  to  three-quarters  to 
the  rear.  That  is,  if  the  turns  have  been  made  toward 
the  left  the  hammer  flies  away  over  the  thrower's  left 
shoulder  or  a  little  to  the  rear  of  it.  At  the  moment 
of  releasing  all  the  weight  and  effort  should  be  put 
into  the  throw,  but  there  should  be  no  jerk  to  retard 
the  flight.  After  the  hands  have  left  the  handle  the 
only  duty  remaining  to  the  thrower  is  to  force  his  body 
away  from  the  edge  of  the  circle  so  as  not  to  step  out- 
side and  invalidate  the  throw.  In  leaving  the  circle 
after  a  trial  the  thrower  must  leave  by  the  rear  half. 

V,  Shot  Putting 

Like  the  hammer  thrower,  the  shot  putter  begins 
his  preparation  in  the  gymnasium  in  the  early  winter. 
Particular  attention  must  be  given  by  him  to  the  de- 
velopment of  the  muscles  of  the  arms.  For  this  paral- 
lel-bar exercise  and  bag  punching  are  especially  valu- 
able. As  soon  as  the  muscles  have  received  some  at- 
tention he  should  begin  work  with  the  leather-covered 
shot  on  the  gymnasium  floor.  In  spring  sprinting  work 
on  the  cinders  will  develop  quickness,  which  is  one  of 
the  most  important  things  that  the  shotman  can  possess. 

The  Position. — As  in  the  hammer  throw,  a  7-foot 


.  T  B  R  aT7* 
OF  THE 

UNIVERSITY 


^  ^. 


M 


FIELD    ATHLETICS  283 

circle  is  used.  Stand  at  the  rear  of  the  circle,  lift  the  shot 
with  both  hands  from  the  ground  and  hold  it  in  the 
left  if  you  are  to  make  the  right-handed  throw.  Stand 
with  your  left  side  to  the  front  of  the  circle,  change 
the  shot  to  the  right  hand  and  bring  that  hand  back 
of  and  above  the  shoulder,  throwing  the  other  forward 
and  upward  in  the  general  direction  in  which  the  shot 
is  to  go.  Your  weight  should  now  be  almost  entirely 
on  your  right  leg,  the  left  leg  steadying  the  body  and 
the  outstretched  left  arm  helping  in  the  maintaining 
of  the  balance.  Both  legs  are  bent  at  the  knees  and 
the  position  is  a  slightly  crouching  one.  The  muscles 
of  the  right  arm  should  next  be  limbered  and  stretched 
by  raising  and  lowering  the  weight  several  times. 

The  First  Step. — Now  take  the  first  step  forward. 
This  step  is  variously  made.  Some  shot  putters  raise 
the  left  leg  high  and  make  what  is  practically  a  hop; 
others  perform  something  very  much  like  a  glide,  the 
knees  remaining  well  bent  and  the  body  retaining  the 
crouching  attitude.  The  latter  method  is  generally  con- 
ceded to  be  the  better  form;  at  all  events,  it  is  less 
likely  to  disturb  the  balance  of  the  body.  The  glide 
should  bring  the  thrower  past  the  center  of  the  circle 
with  his  left  foot  close  to  the  stop-board,  which  is  set 
in  the  front  of  the  ring.  During  the  glide  the  shot 
should  rest  easily  in  the  palm  of  the  right  hand  and 
the  elbow  should  be  kept  as  close  to  the  body  as  pos- 
sible. 

Changing  the  Feet. — "Now  comes  what  is  in  real- 


284      TKACK   AND    FIELD    ATHLETICS 

ity  tlie  only  difficult  feature  of  the  event,  and  it  is  this 
feature  which  will  require  lots  of  practise.  The  mo- 
ment the  ground  is  felt  under  the  left  foot  that  foot 
is  brought  backward  again  and  the  entire  right  side  of 
the  body  is  thrown  forward,  the  right  shoulder  point- 
ing toward  where  the  shot  is  to  go.  It  is  just  this  quick 
transposition  of  the  feet  and  change  of  balance  which 
many  shot  putters  find  impossible  to  thoroughly  master. 
There  must  be  no  stop  from  start  to  finish;  the  motion 
from  the  moment  the  body  moves  in  the  first  step  for- 
ward until  the  shot  leaves  the  hand  must  be  con- 
tinuous. 

The  Put. — As  the  right  side  of  the  body  comes 
to  the  front  the  right  arm  must  be  thrown  straight  out- 
ward at  an  angle  of  about  50  degrees  with  much  the 
same  motion  used  in  delivering  a  direct  punch  at  a  bag 
hanging  about  level  with  the  head.  Put  all  your  arm 
power  into  it  and  remember  that  the  movement  is  a 
hard,  sharp  thrust  rather  than  a  throw.  The  impetus 
is  given  not  so  much  by  the  power  of  the  arm  as  by  the 
weight  of  the  body,  which  must  be  behind  the  put  at 
the  right  instant.  This  body  weight  is  in  turn  given 
by  the  movement  across  the  circle  and  the  quick  half 
turn,  and  it  is  in  the  "  getting  the  weight  on  "  that  such 
shot  putters  as  Sheldon  excel.  The  shot  when  it  leaves 
the  hand  should  not  be  sped  forward  by  any  movement 
of  the  fingers,  but  should  leave  the  palms  easily  over 
the  side. 

In  shot  putting  as  in  broad  jumping  the  gaze  should 


FIELD    ATHLETICS  285 

be  fixed  upon  a  point  well  above  the  probable  goal  and 
held  there  until  the  trial  has  been  made  in  order  to 
secure  elevation,  which  is  essential  to  distance. 

The  eight  ankle  is  subjected  to  a  good  deal  of 
exertion  and  should  be  protected  and  strengthened  by 
the  wearing  of  an  elastic  anklet  or  bandage.  Some 
shot  putters  have  found  it  advisable  to  wear  a  high 
shoe  furnished  with  an  ankle  brace  on  this  foot. 

Fouling. — As  in  the  hammer-throwing  event,  the 
trial  becomes  a  foul  if  any  part  of  the  body  touches 
any  part  of  the  field  in  front  of  the  circle  or  touches  the 
top  of  the  stop-board.  It  is  very  easy  to  let  the  foot 
touch  the  latter  and  the  beginner  should  learn  to  control 
the  impetus  of  the  body  in  time  to  avoid  this  kind  of  a 
foul. 

Form  is  the  first  thing  to  acquire  in  this  event,  and 
the  acquiring  of  it  is  a  matter  of  patient  and  steady 
work.  Don't  hope  to  become  a  crack  shot  putter  in 
one  year;  don't  be  disappointed  if  it  takes  two;  don't 
be  discouraged  if  it  takes  three.  Don't  continue  to 
work  after  you  have  become  tired;  practise  beyond  that 
point  will  benefit  you  very  little.  After  you  have  mas- 
tered the  art  of  the  event  practise  three  times  a  week 
will  be  all  required. 


286      TRACK   AND   FIELD    ATHLETICS 
ATHLETIC   RECOEDS 

PRINCIPAL   EVENTS    OF    1903 

Massachusetts  Interscholastic  A.  A.  track  meet  at  Amherst, 
Mass.,  June  20:  Springfield  High  won  with  86  points;  Westfield, 
24;  Holyoke,  13;  Amherst,  10. 

Wesleyan  Interscholastic  track  meet  at  Middletown,  Conn., 
May  30:  Springfield  High,  48 J;  Hartford,  30J;  Westfield,  24 J; 
New  Britain,   10;   Meriden,  4. 

New  Jersey  Interscholastic  A.  A.  meet  at  Elizabeth,  N.  J., 
June  6:  Newark  Academy,  57i;  Montclair  High,  30;  Newark 
High  and  Stevens  Prep,  22;  East  Orange,  16;  Montclair  Mili- 
tary Academy,  6 J. 

Cornell-Pennsylvania  dual  meet  at  Ithaca,  N.  Y.,  May  16: 
won  by  Cornell,  66^;  Pennsylvania,  50J. 

Princeton-Columbia  dual  meet  at  New  York  city,  June  16: 
won  by  Columbia,  58 J;  Princeton,  45*. 

New  York  and  Trinity  (Hartford)  dual  meet  at  New  York, 
May  9 :  won  by  New  York,  85 ;  Trinity,  27. 

At  St.  Louis,  Mo.,  May  30:  Interscholastic  meet  won  by  St. 
Louis  High,  46;  Bliss  Military  Academy,  2d,  31. 

At  Orange,  N.  J.,  May  2:  Pratt  Institute,  24;  Horace  Mann, 
2d;  Erasmus  Hall,  3d. 

Maryland  Interscholastic  meet,  Baltimore,  May  12:  Baltimore 
City  College  won,  40^. 

Detroit  Interscholastic  League  Championships  at  Detroit,  May 
9:  Detroit  University  School  won,  70. 

Indiana  Interscholastic  meet  at  Bloomington,  May  16:  Indi- 
anapolis Manual-Training  won. 

Chicago- Wisconsin  dual  meet  at  Madison,  Wis.,  May  23 :  Chi- 
cago won,  72i;  Wisconsin,  43^. 

Purdue  and  Oberlin  dual  meet  at  Oberlin,  Ohio,  May  23 :  tied ; 
56  each. 

Princeton  and  Yale  dual  meet  at  Princeton,  N.  J.,  May  9: 
Yale  won,  75;  Princeton,  29. 


ATHLETIC   KECOKDS  287 

Princeton  University  Interscholastic  Athletic  Association  meet 
at  Princeton,  N.  J.,  May  2:  Mercersburg,  42;  Lawrenceville,  2d; 
Hill,  3d. 

Chicago-Illinois  dual  meet  at  Chicago,  111.,  May  9:  Chicago 
won,  74;  Illinois,  52. 

Stanford-California  dual  meet,  April  18:  Stanford  won,  63J; 
California,  58§. 

Rhode  Island  Interscholastic  League  meet  at  Providence,  R.  I., 
June  6:  Hope,  50;  Classical,  46;  Woonsocket,  3. 

Dartmouth-Massachusetts  Institute  of  Technology  dual  meet 
at  Hanover,  N.  H.,  May  8:  won  by  M.  I.  T.,  94;  Dartmouth,  71. 

Southern  Michigan  Interscholastic  meet  at  Albion,  Mich.,  May 
30:  Ann  Arbor,  48;  Battle  Creek,  26;  Muskegon,   12. 

Johns  Hopkins- Virginia  dual  meet  at  Baltimore,  Md.,  May  7: 
Johns  Hopkins  won,  55;  Virginia,  33. 

Dartmouth  Interscholastic  invitation  meet  at  Hanover,  N.  H., 
June  3:  Kimball  Union  Academy,  41;  Williston,  26;  Concord 
High,  12i;  Dummer,  10. 

New  Hampshire  Interscholastic  meet  at  Concord,  May  29: 
Kimball  Union  Academy,  55;  Concord,  40;  Manchester  High,  31; 
Pinkerton,  6;  Richards  High,  5;  Holderness,  3. 

Carlisle-Bucknell  dual  meet  at  Carlisle,  Pa.,  May  16:  won  by 
Carlisle,  6U;  Bucknell,  421. 

Syracuse- Williams  dual  meet  at  Syracuse,  N.  Y.,  May  16: 
won -by  Syracuse,  75^;  Williams,  41  J. 

Pennsylvania-Columbia  dual  meet  at  Philadelphia,  May  8: 
Pennsylvania  won,  68;  Columbia,  49. 

Virginia-North  Carolina  dual  meet  at  Charlottesville,  Va., 
May  15:  Virginia  won,  56;  North  Carolina,  45. 

Purdue-Northwestern  dual  meet  at  Evanston,  111.,  May  16: 
Purdue  won,  67;  Northwestern,  45. 

Washington  (St.  Louis ) -Missouri  dual  meet  at  Columbus, 
Mo.,  May  25:  won  by  Washington,  71;  Missouri,  25. 

Annual  Interscholastic  meet  at  Elizabeth,  N.  J.,  May  16:  won 
by  Pratt  Institute,  35. 

Williams  Interscholastic  meet  at  Williamstown,  Mass.,  May 
9:  won  by  Adams  High,  31. 


288      TKACK   AND    FIELD    ATHLETICS 

Long  Island  Interscholastic  Championships  at  Long  Island 
City,  N.  Y.,  May  23:  won  by  Brooklyn  High,  44i. 

New  York-Rutgers  dual  meet  at  New  York  city,  May  16: 
won  by  New  York,  37 ;  Rutgers,  35. 

Northwestern  Interscholastic  meet  at  Evanston,  111.:  won  by 
Hyde  Park,  23;  Lewis  Institute,  20. 

Phillips  Andover-Phillips  Exeter  dual  meet  at  Andover,  Mass., 
May  30:  won  by  Andover,  58^;  Exeter,  37§. 

Michigan- Chicago  dual  meet  at  Ann  Arbor,  Mich.,  May  16: 
won  by  Michigan,  83 J;  Chicago,  42^. 

New  England  Intercollegiate  meet  at  Worcester,  Mass.,  May 
23:  won  by  Amherst,  51;  Williams,  31;  M.  L  T.,  30;  Dartmouth, 
15;  Bowdoin  and  Wesleyan,  each  13;  Brown,  7;  Trinity  (Hart- 
ford), 3;  Vermont,  2. 

Michigan-Cornell  dual  meet  at  Ann  Arbor,  Mich.,  March  28: 
won  by  Michigan,  42^;  Cornell,  29J. 

Harvard  Interscholastic  meet  at  Cambridge,  Mass.,  June  6: 
won  by  Phillips  Andover,  47;  Phillips  Exeter,  30|;  Worcester 
Academy,  23^;  Stone's,  10;  Dummer,  6;  Dedham  High,  5;  Low- 
ell High,  5;  Springfield  High,  3;  Mechanic  Arts  High,  2. 

Harvard- Yale  dual  meet  at  New  Haven,  Conn.,  May  23:  won 
by  Yale,  58;   Harvard,  46. 

Cornell-Princeton  dual  meet  at  Albany,  N.  Y.,  May  23:  won 
by  Cornell,  67;  Princeton,  50. 

Hamilton- Wesley  an  dual  meet  at  Albany,  N.  Y.,  May  16:  won 
by  Hamilton,  60^;  Wesleyan,  56^. 

Iowa  High-School  meet  at  Grinnell,  Iowa,  May  23:  won  by 
Grinnell,  33. 

Maine  Interscholastic  championships  at  Orono,  May  23:  won 
by  Bangor  High,  35. 

Northwestern-Indiana  dual  meet  at  Evanston,  111.,  May  23: 
won  by  Northwestern,  72;  Indiana,  40. 

Intercollegiate  A.  A.  A.  A.  Annual  Championships  at  New 
York,  May  30:  won  by  Yale,  41^;  Harvard,  41;  Yale's  victory 
secured  her  the  permanent  possession  of  the  cup. 

Intercollegiate  Conference  meet  at  Chicago,  May  30 :  Michigan 
won,  49. 


ATHLETIC   KECORDS  289 

COLLEGIATE    RECORDS    OF    THE   UNITED    STATES 
Corrected  to  June  1,  1903 

100  yards — Ofs.,  A.  F.  Duffey,  Georgetown. 

220  yards — 21^s.,  B.  J.  Wefers,  Georgetown. 

Quarter-mile  run — 47is.,  W.  Baker,  Harvard. 

Half-mile  run — Im.  53§s.,  C.  H.  Kilpatrick,  Union. 

1-mile  run — 4m.  23|s.,  G.  W.   Orton,  Pennsylvania. 

2-mile  run— 9m.  40s.,  W.  E.  Schutt,  Cornell. 

1-mile  walk — 6m.  42§s.,  W.  B.  Fetterman,  Jr.,  Pennsylvania. 

120-yards  hurdle — 15|s.,  S.  Chase,  Dartmouth;  A.  C.  Kraenz- 
lein,  Pennsylvania. 

220-yards  hurdle — 23|s.,  A.  C.  Kraenzlein,  Pennsylvania. 

Running  high  jump — 6ft.  4in.,  W.  B.  Page,  Pennsylvania. 

Running  broad  jump — 24ft.  4iin.,  A.  C.  Kraenzlein,  Pennsyl- 
vania. 

Pole-vault— lift.  Tin.,  D.  S.  Horton,  Princeton;  H.  L.  Gard- 
ner, Syracuse. 

Throwing  161b.  hammer — 165ft.  ^in.,  A.  Plaw,  California. 

Putting  161b.  shot— 46ft.,  F.  Beck,  Yale. 

SOUTHERN    INTERCOLLEGIATE    A.  A.    RECORDS 

100-yards  dash — lO^s.,  Selden,  Sewanee,  and  Osborne,  North 
Carolina.  220-yards  dash — 23^3.,  Ehleman,  Tulane.  440-yards 
dash — 50|s.,  Jones,  Vanderbilt.  880-yards  rifli — 2m.  5Js.,  Van 
Ness,  Alabama  Polytechnic  Institute.  1-mile  run — 4m.  48s.,  Har- 
vey, Alabama  Polytechnic  Institute.  120-yards  hurdles — 16|s., 
Buchanan,  Sewanee.  220-yards  hurdles — 27is.,  Whiteman,  Van- 
derbilt. Putting  16-pound  shot — 40ft.  7in.,  Crutchfield,  Vander- 
bilt. Throwing  16-pound  hammer — 114ft.  lO^in.,  Parrish,  Uni- 
versity of  Texas.  Running  high  jump — 5ft.  9in.,  Cowan,  Georgia 
Technology.  Running  broad  jump — 21ft.  l|in.,  Edwards,  Uni- 
versity of  Tennessee. 


290      TEACK   AND    FIELD    ATHLETICS 

BEST    INTERSCHOLASTIC     RECORDS    OF     THE     UNITED 
STATES 

Compiled  by  J.  E.  Sullivan,  Secretary  of  the  Amateur  Athletic 

Union 

100-yards  dash— 10s.,  T.  Bigelow,  1894;  H.  Loomis,  1895;  J. 
McCulloeh,  1897;  T.  McDonald,  1899;  A.  Duffy,  1899;  C.  Pierce, 
1900;  W.  Schick,  1901;  C.  Blair,  1901. 

220-yards  dash— 21  fs.,  W.  Schick,  1900-'01. 

440-yards  dash— 50Js.,  C.  Long,  1901. 

880-yards  run — Im.  59|s.,  L.  Adsit. 

1-mile  run — 4m.  32|s.,  W.  Zanzig,  1894. 

220-yards  hurdle — 25s.,  F.  Scheuber,  1901. 

Running  high  jump — 6ft.   lin.,  A.  Henley,   1898. 

Running  broad  jump — 22ft.  6iin.,  B.  Chapin. 

Pole-vault— 10ft.  lOin.,  E.  Weir. 

Putting  12-pound  shot — 52  ft.  22,ioin.,  Ralph  Rose,  San  Fran- 
cisco, Cal.,  May  2,  1903. 

Putting  16-pound  shot — 45ft.  6iin.,  Ralph  Rose,  San  Fran- 
cisco, Cal.,  May  2,  1903. 

Throwing  12-pound  hammer — 171ft.,  F.  Estes. 

BEST    RECORDS    OF    THE     NEW    ENGLAND    INTER- 
COLLEGIATE  A.  A. 

100-yards  run — 10s.,  A.  E.  Curtenius,  Amherst,  May  21,  1898; 
H.  H.  Cloudman,  Bowdoin,  May  18,  1901. 

120-yards  hurdle — 15|s.,  Stephen  Chase,  Dartmouth,  May  18, 
1896. 

440-yards  run — 50Js.,  G.  B.  Shattuck,  Amherst,  May  27,  1892. 

880-yards  run— Im.  59^8.,  H.  S.  Baker,  M.  I.  T.,  May  24,  1903. 

1-mile  run — 4m.  25|s.,  A.  L.  Wright,  Brown,  May  21,  1898. 

2-mile  run— 10m.  3|s.,  O.  N.  Bean,  Brown,  May  21,  1898. 

220-yards  run— 22is.,  H.  H.  Cloudman,  Bowdoin,  May  19, 
1900. 

2-mile  bicycle — 4m.  17|s.,  R.  Murray,  M.  I.  T.,  May  19,  1900. 

Putting  16-pound  shot — 42ft.  6iin.,  S.  R.  E.  Rollins,  Amherst, 
May  24,  1903. 


ATHLETIC   RECOEDS  291 

Throwing  16-pound  hammer — 134ft.  2^in.,  A.  C.  Denning,  Bow- 
doin.  May  24,  1903. 

Running  high  jump — 5ft.   9|in.,  I.  K.  Baxter,  Trinity,  May 

23,  1896. 

Running  broad  jump — 22ft.  S^in.,  H.  C.  Van  Weelden,  Trinity, 
May  24,  1903. 

Pole-vault — lift.   6iin.,   J.   L.   Hurlburt,   Jr.,   Wesleyan,  May 

24,  1898. 

Throwing  discus — 116ft.,  A.  M.  Watson,  Univ.  of  Maine,  May 
24,  1903. 

220-yards  hurdle— 25is.,  G.  P.  Burch,  M.  I.  T.,  May  21,  1898; 
P.  P.  Edson,  Dartmouth,  May  18,  1901. 


NEW    YORK    INTERSCHOLASTIC    ATHLETIC    ASSOCIA- 
TION   OFFICIAL    RECORDS 

Corrected  to  June,  1903 

100-yards  run — lOJs.,  P.  Dalsheimer,  Columbia  Grammar, 
1901. 

100-yards  run,  junior — lOfs.,  H.  N.  Kahn,  Sachs,  1901. 

220-yards  run— 22§s.,  L.  T.  Sheffield,  Berkeley,  1903. 

220-yards  run,  junior — 23|s.,  H.  Moeller,  Columbia  Grammar, 
1894. 

440-yards  run— 52|s.,  C.  E.  I.  Martin,  Berkeley,  1895;  H.  S. 
Washburn,  Barnard,  1896. 

880-yards  run— 2m.  3s.,  W.  S.  Hippie,  Barnard,  1897. 

1-mile  run — 4m.  38s.,  P.  H.  Christensen,  Berkeley,   1898. 

120-yards  hurdle— 3ft.  6in.— 16fs.,  C.  A.  O'Rourke,  Jr.,  Trin- 
ity, 1897. 

220-yards  hurdle— 2ft.  6in.— 26is.,  S.  A.  Syme,  Barnard,  1895c 

High  jump— 6ft.   Uin.,  J.  S.  Spraker,  Berkeley,  1899. 

Broad  jump — 21ft.  lUin.,  J.  S.  Spraker,  Berkeley,  1899. 

Hammer — 128ft.  9in.,  E.  Flammer,  Columbia  Grammar,  1900. 

Shot— 43ft.,  R.  W.  Rogers,  Trinity,  1899. 

Discus— 97ft.  8iin.,  H.  Connoly,  De  La  Salle,  1900. 

Pole-vault— 10ft.  7|in.,  J.   H.  Hurlburt,  Berkeley,  1896. 


292      TKACK   AND   FIELD    ATHLETICS 

BEST  INDOOR  RECORDS  OF  THE  NEW  ENGLAND  INTER- 
SCHOLASTIC  A.  A. 

40-yard  dash — 4is.,  H.  C.  Kennington,  English  High  School, 
1897;  A.  F.  Duffey,  Worcester  Academy,  1898;  F.  B.  Scheuber, 
Hopkinson  School,  1901;  R.  J.  Leonard,  Newton  High  School, 
1902;  N.  M.  Van  Amringe,  Mechanic  Arts  High  School,  1902; 
C.  R.  Leonard,  Newton  High  School,  1903. 

300-yard  run — 35s.,  M.  Williams,  Noble  &  Greenough's  School, 
1902. 

600-yard  run — Im.  20s.,  A.  C.  Perry,  Worcester  High  School, 
1901. 

1000-yard  run— 2m.  28Js.,  H.  T.  Murphy,  Worcester  High 
School,  1903. 

1-mile  run — 4m.  45|s.,  J.  J.  Butler,  Worcester  High  School. 

45-yard  low  hurdles — 5§s.,  F.  B.  Scheuber,  Worcester  Acadamy, 
1899;  H.  H.  Freeman,  Worcester  High  School,  1902;  J.  F.  Doyle, 
Worcester  Academy,  1903. 

Running  high  jump — 5ft.  lOJin.,  H.  S.  Gardner,  Worcester 
Academy,  1899. 

Putting  16-pound  shot — 45ft.  9^ in.,  H.  Le  Moyne,  Stone's 
School,  1903. 

Pole  vault — 10ft.  7 fin.,  H.  S.  Gardner,  Worcester  Academy, 
1899. 

Team  race— 3m.  18|s.,  D.  C.  Noyes,  W.  Minot,  B.  L.  Young,  Jr., 
M.  Williams,  Noble  &  Greenough's  School,  1902. 

RECORDS    ALLOWED 

At  the  National  Convention  of  the  Amateur  Athletic  Union 
in  November  the  following  records  were  officially  passed  upon 
and  allowed:  70-yard  hurdle,  five  hurdles,  2ft.  6in. — L.  G.  Black- 
mer.  New  York,  February  28,  1903.  Time— 0:8§.  75-yard  hur- 
dle, six  hurdles,  3ft.  6in. — M.  Bockman,  Milwaukee  A.  C,  March 
7,  1903.  Time— 0:10.  120-yard  hurdle,  ten  hurdles,  3ft.  6in.— 
E.  J.  Clapp,  Berkeley  Oval,  May  30,  1903.     Time— 0:15|. 


ATHLETIC   KECOEDS  293 

70-yard  run — W.  A.  Schick,  Jr.,  New  York,  February  28, 
1903.    Time— 0:07i. 

2-mile  run — Alexander  Grant,  Travers  Island,  New  York,  Sep- 
tember 20,  1903.    Time— 9:271. 

3-legged  race,  60  yards — W.  S.  Edwards  and  P.  A.  Sayles,  New 
York,  January  15,  1903.     Time— 0:07§. 

3-legged  race,  100  yards — W.  S.  Edwards  and  P.  A.  Sayles, 
Bergen  Beach,  August  11,  1903.     Time— 0:12. 

Throwing  56-pound  weight,  unlimited  run  and  follow — J.  S. 
Mitchell,  New  York  A.  C,  Celtic  Park,  New  York,  September  7, 
1903.     Distance— 38ft.  Sin. 

CROSS-COUNTRY    CHAMPIONSHIP 

The  Fifth  Annual  Championship  of  the  Intercollegiate  Cross- 
country Association  was  run  over  the  Travers  Island  Course, 
November  25th;  distance,  a  little  over  six  miles.  Cornell,  Har- 
vard, Yale,  Princeton,  Pennsylvania  and  Columbia  were  repre- 
sented and  finished  in  that  order  for  team  honors.  There  were 
thirty-nine  starters  and  thirty-three  finished,  the  first,  W^  E. 
Schutt,  Individual  Champion  (Cornell),  in  33m.  15s.;  the  last 
in  38m.  lis.  Only  the  first  four  in  each  team  counted,  and  the 
first  twelve  men  were:  W.  E.  Schutt  (Cornell),  33m.  15s.;  K.  W. 
Woodward  (Cornell),  33m.  18s.;  W.  J.  Hail  (Yale),  33m.  26s.; 
T.  M.  Foster  (Cornell),  33m.  42s.;  C.  T.  McGoffin  (Cornell),  33m. 
48s.;  E.  T.  Newman  (Cornell),  33m.  56s.;  A.  King  (Harvard), 
34m.;  D.  C.  Munson  (Cornell),  34m.  5s.;  W.  E.  Colwell  (Har- 
vard), 34m.  8s.;  S.  Curtis  (Harvard),  34m.  22s.;  W.  G.  Howard 
(Harvard),  34m.  28s.;  R.  S.  Trott   (Cornell),  34m.  40s. 

INTERCOLLEGIATE    TEAM    CROSS-COUNTRY    CHAM- 
PIONS 

1899 — Cornell  University,  24  points,  Morris  Park,  N.  Y. 
1900 — Cornell  University,  26  points,  Morris  Park,  N.  Y. 
1901 — Yale  University,  22  points,  Morris  Park,  N.  Y. 
1902 — Cornell  University,  24  points,  Morris  Park,  N.  Y. 
1903 — Cornell  University,  12  points,  Travers  Island,  N.  Y. 


294      TKACK   AND   FIELD    ATHLETICS 

INTERCOLLEGIATE    INDIVIDUAL    CROSS-COUNTRY 
CHAMPIONS 

1899 — John  F.  Cregan,  Princeton  University,  34m.  5§s. 
1900 — Alexander  Tyrant,  University  of  Pennsylvania,  34m.  17s. 
1901— D.  W.  Franehot,  Yale  University,  34m.  20s. 
1902 — A.  C.  Bowen,  University  of  Pennsylvania,  35m. 
1903— W.  E.  Schutt,  Cornell  University,  33m.  15s. 


additio:n^al  kecokds 


LAWS    OF   ATHLETICS  29^ 


LAWS    OF   ATHLETICS 

AS  ADOPTED  BY  THE  INTERCOLLEGIATE  ASSOCIATION 
OF    AMATEUR    ATHLETES    OF    AMERICA 

(By  permission  of  the  American  Sports  Publishing  Company,  owner  of  the  copyright), 

I.— OFFICERS 

The  officers  of  an  athletic  meeting  shall  be: 
One  Referee. 

Four  Inspectors  to  assist  Referee. 
One  Scorer. 
Five  Assistant  Scorers. 
One  Clerk  of  the  Course. 
Five  Assistant  Clerks  of  the  Course. 
One  Reporter. 
One  Announcer,  with  Assistants,  if  necessary, 

1.  For  Track  Events: 

Four  Judges  at  the  finish. 
Three  Time-keepers. 
One  Starter. 

2.  For  Field  Events : 

Eight  Field  Judges  or  Measurers. 

II.— REFEREE 

He  shall,  when  appealed  to,  decide  all  questions  whose  settle- 
ment is  not  otherwise  provided  for  in  these  rules.  His  decision 
shall  be  final  and  without  appeal. 

In  case  a  race  has  been  drawn  into  heats,  and  no  more  con- 
testants appear  than  enough  to  make  one  heat,  the  referee  shall 
be  empowered  to  see  that  the  race  is  run  in  one  heat;  but  in  all 
races  requiring  more  than  one  heat  he  shall  see  that  no  second 
man  shall  be  debarred  from  a  chance  to  qualify  in  the  finals. 


298      TKACK   AND   FIELD    ATHLETICS 

III.— JUDGES   AT   THE    FINISH 

Two  shall  stand  at  one  end  of  the  tape,  and  two  at  the  other. 
One  shall  take  the  winner,  another  the  second  man,  another  the 
third  man,  and  the  other  the  fourth.  In  case  of  disagreement 
the  majority  shall  decide.  Their  decision  as  to  the  order  in  which 
the  men  finished  shall  be  final  and  without  appeal. 

IV.— FIELD   JUDGES    OR   MEASURERS 

They  shall  measure,  judge  and  record  each  trial  of  each  com- 
petitor in  all  games  whose  record  is  of  distance  or  height.  Their 
decision  as  to  the  performance  of  each  man  shall  be  final  and 
without  appeal.  There  shall  be  eight  measurers:  two  for  the 
hammer-throwing  and  shot- putting  events,  two  for  the  high  jump, 
two  for  the  broad  jump,  and  two  for  the  pole-vault.  These  meas- 
urers shall  be  responsible  for  commencing  their  respective  events 
promptly  at  2  p.  m.  on  each  afternoon  of  the  meet,  and  for  their 
continuance  without  unnecessary  delays.  They  shall  excuse  a 
contestant  from  a  field  event  in  which  he  is  taking  part,  for  a 
period  long  enough  to  contest  in  a  heat  in  a  track  event,  and 
allow  said  contestant  to  take  his  missed  turn  or  turns  in  said 
field  event  within  a  reasonable  time  after  the  track  heat.  They 
shall  see  that  reasonable  opportunities  are  given  to  contestants 
who  desire  to  try  in  two  field  events  that  are  being  contested  at 
the  same  time. 

v.— JUDGE   OF   WALKING 

He  shall  have  entire  control  of  competitors  during  the  race, 
and  his  decision  as  to  unfair  walking  shall  be  final  and  without 
appeal. 

The  assistants  shall  do  such  portions  of  his  work  as  he  may 
assign  to  them. 

VI.— TIME-KEEPERS 

Each  of  the  three  time-keepers  shall  time  every  event;  and 
in   case  two  watches   agree,  and  the  third  disagrees,   the  time 


LAWS    OF   ATHLETICS  299 

marked  by  the  two  shall  be  official  time;  and  if  all  watches  dis- 
agree, the  time  marked  by  the  watch  giving  the  middle  time  shall 
be  the  official  time;  if  there  be  but  two  time-keepers,  and  their 
watches  do  not  agree,  the  time  marked  by  the  slowest  watch  shall 
be  the  official  time.  Time  shall  be  taken  from  the  flash  of  the 
pistol. 

VII.— CLERK  OF  THE  COURSE 
He  shall  record  the  name  of  each  competitor  who  shall  report 
to  him,  and  shall  give  him  his  number  for  each  event  in  which 
he  is  entered,  and  notify  him  before  the  start  of  every  event  in 
which  he  is  engaged.  He  shall  be  responsible  for  getting  out  at 
the  proper  time  the  contestants  for  each  event. 

The  assistants  shall  do  such  work  as  he  may  assign  to  them. 

VIII.— SCORER 

He  shall  keep  a  record  of  the  starters  and  point  winners  in 
each  event,  together  with  their  respective  places.  He  shall  record 
the  laps  made  by  each  competitor,  and  call  them  aloud,  when  tal- 
lied, for  the  benefit  of  the  contestants. 

The  assistants  shall  do  such  portions  of  his  work  as  he  may 
assign  to  them. 

IX.— STARTER 

He  shall  have  entire  control  of  competitors  at  marks,  and 
shall  be  the  sole  judge  of  fact  as  to  whether  or  not  any  man  has 
gone  over  his  mark.  He  shall  be  responsible  for  starting  the 
track  events  promptly  at  2  p.  m.  on  each  afternoon  of  the  meet. 
He  shall  also  be  responsible  for  any  unnecessary  delay  in  the  con- 
tinuance of  the  said  events. 

X.— COMPETITORS 
Immediately  on  arriving  at  the  grounds,  each  competitor  shall 
report  to  the  clerk  of  the  course  and  obtain  his  number  for  the 
game  in  which  he  is  entered.  He  shall  inform  himself  of  the 
times  at  which  he  must  compete,  and  shall  report  promptly  at  the 
start,  without  waiting  to  be  notified.  No  competitor  shall  be 
allowed  to  start  without  his  proper  number. 
20 


300      TEACK   AND   FIELD    ATHLETICS 

XI.— PROTESTS 

Verbal  protests  may  be  made  at  or  before  any  athletic  meet- 
ing, against  a  competitor  or  team,  by  any  competitor  or  college 
competing;  but  such  protest  must  be  subsequently,  and  before 
action  thereon,  made  in  writing  and  duly  presented  to  the  Asso- 
ciation. 

XII.— INNER  GROUNDS 

No  person  whatever  shall  be  allowed  inside  the  track,  except 
the  officials  and  properly  accredited  representatives  of  the  press. 
Authorized  persons  shall  wear  a  badge.  Competitors  not  en- 
gaged in  the  game  actually  taking  place  shall  not  be  allowed 
inside   or   upon    the    track. 

XIII.— TRACK 
The  measurement  of  tracks  shall  be  18  inches  from  the  inner 
edge,  which  edge  shall  be  a  solid  curb  raised  3  inches  above  the 
level  of  the  track. 

XIV.— ATTENDANTS 
No  attendant  shall  accompany  a  competitor  on  the  scratch  or 
in  the  race. 

XV.— STARTING  SIGNALS 
All  races  (except  time  handicaps)  shall  be  started  by  the 
report  of  a  pistol,  the  pistol  to  be  fired  so  that  its  flash  may  be 
visible  to  the  time-keepers.  A  snap  cap  shall  be  no  start.  There 
shall  be  no  recall  after  the  pistol  is  fired.  Time  handicaps  shall 
be  started  by  the  word  "Go." 

XVI.— STARTING 
When  the  starter  receives  a  signal  from  the  judge  at  the 
finish  that  everything  is  in  readiness,  he  shall  direct  the  com- 
petitors to  get  on  their  marks.  Any  competitor  starting  before 
the  signal  shall  be  put  back  one  yard,  for  the  second  offense  an- 
other yard  and  for  the  third  shall  be  disqualified.  He  shall  be 
held  to  have  started  when  any  portion  of  his  body  touches  the 
ground  in  front  of  his  mark.    Stations  count  from  the  inside. 


LAWS   OF   ATHLETICS  301 

XVII.— KEEPING  PROPER  COURSE 

In  all  races  on  a  straight  track  each  competitor  shall  keep 
his  own  position  on  the  course  from  start  to  finish.  In  the  100- 
and  220-yards  dashes,  courses  for  contestants  shall  be  marked  out 
by  stakes  protruding  18  inches  from  the  ground,  and  connected 
at  the  top  by  a  cord  or  wire  plainly  marked. 

XVIII.— CHANGE    OF    COURSE 

In  all  races  other  than  on  a  straight  track,  a  competitor  may 
change  toward  the  inside  whenever  he  is  two  strides  ahead  of 
the  man  whose  path  he  crosses. 

XIX.— FOULING 

Any  competitor  may  be  disqualified  by  the  referee  for  jostling, 
running  across,  or  in  any  way  impeding  another. 

XX.— FINISH 

A  thread  shall  be  stretched  across  the  track  at  the  finish,  4 
feet  above  the  ground.  It  shall  not  be  held  by  the  judges,  but 
fastened  to  the  finish  posts  on  either  side,  so  that  it  may  always 
be  at  right  angles  to  the  course  and  parallel  to  the  ground.  The 
finish  line  is  not  this  thread,  but  the  line  on  the  ground  drawn 
across  the  track  from  post  to  post,  and  the  thread  is  intended 
merely  to  assist  the  judges  in  their  decision.  The  thread  must, 
however,  be  "  breasted "  by  each  competitor  finishing  first,  and 
no  competitor  shall  be  allowed  to  seize  the  thread  with  his  hands. 
The  men  shall  be  placed  in  the  order  in  which  they  cross  the 
finish  line. 

XXI.— WALKING 

The  judge  shall  caution  for  any  unfair  walking,  and  the 
third  caution  shall  disqualify  the  oflfender.  On  the  last  one-eighth 
(220  yards)  of  a  mile,  an  unfair  walker  shall  be  disqualified 
without  previous  caution. 


302      TKACK   AND   FIELD    ATHLETICS 

XXII.— HURDLES 
120-yar(is  hurdle  race  shall  be  over  ten  hurdles,  each  3  feet 
6  inches  high.  The  first  hurdle  shall  be  placed  15  yards  from 
the  scratch,  and  there  shall  be  10  yards  between  each  hurdle. 
220-yards  hurdle  race  shall  be  over  ten  hurdles,  each  2  feet  6 
inches  high.  The  first  hurdle  shall  be  placed  20  yards  from  the 
scratch,  and  there  shall  be  20  yards  between  each  hurdle.  Hurdle 
races  of  different  number  and  height  of  hurdles  may  be  given. 
No  record  shall  be  made  in  a  hurdle  race  unless  each  of  the  hur- 
dles, at  the  time  the  competitor  jumps  the  same,  is  standing. 

XXIII.— JUMPING 
No  weights  or  artificial  aid  will  be  allowed  in  any  jumping 
contest   except   by  special   agreement   or   announcement.      When 
weights  are  allowed,  there  shall  be  no  restrictions   as  to  size, 
shape  or  material. 

XXIV.— RUNNING    HIGH    JUMP    AND    POLE-VAULT 

The  height  of  the  bar  at  starting  and  at  each  successive  ele- 
vation shall  be  determined  by  the  measurers.  Three  tries  allowed 
at  each  height.  Each  competitor  shall  make  one  attempt  in  the 
order  of  his  name  on  the  program;  then  those  who  have  failed 
(if  any)  shall  have  a  second  trial  in  regular  order,  and  those 
failing  on  this  trial  shall  take  their  final  trial.  A  competitor 
may  omit  his  trials  at  any  height,  but  if  he  fail  at  the  next 
height  he  shall  not  be  allowed  to  go  back  and  try  the  height  he 
omitted.  Each  competitor  shall  be  credited  with  the  best  of  all 
his  jumps  or  vaults. 

High  Jump — A  line  shall  be  dra\vn  3  feet  in  front  of  the  bar 
and  parallel  therewith,  and  stepping  over  such  line,  to  be  known 
as  the  balk-line,  in  any  attempt,  shall  count  as  a  balk.  Three 
balks  shall  count  as  a  "try."  Displacing  the  bar  shall  count 
as  a  "  try." 

Pole- Vault — A  line  shall  be  drawn  15  feet  in  front  of  the 
pole  and  parallel  therewith,  and  stepping  over  such  line,  to  be 
known  as  the  balk-line,  in  any  attempt,  shall  count  as  a  balk. 


LAWS    OF   ATHLETICS  303 

Two  balks  to  count  as  a  "try."  Displacing  the  bar  or  leaving 
the  ground  in  an  attempt  shall  count  as  a  "  try."  The  poles 
shall  be  unlimited  as  to  size  and  weight,  but  shall  have  no 
assisting  devices,  except  that  they  may  be  wound  or  wrapped 
with  any  substance  for  the  purpose  of  affording  a  firmer  grasp, 
and  may  have  one  prong  at  the  lower  end. 

No  competitor  shall,  during  his  vault,  raise  the  hand  which 
was  uppermost  when  he  left  the  ground  to  a  higher  point  of  the 
pole,  nor  shall  he  raise  the  hand  which  was  undermost  when  he 
left  the  ground  to  any  point  on  the  pole  above  the  other  hand. 

Any  competitor  who  uses  a  pole  without  a  spike  shall  be 
allowed  to  dig  a  hole  not  more  than  1  foot  in  diameter  at  the 
take-off  in  which  to  plant  his  pole. 

XXV.— RUNNING  BROAD  JUMP 
The  competitors  shall  have  unlimited  run,  but  must  take  off 
from  or  behind  the  scratch.  The  scratch  line  shall  be  a  joist  5 
inches  wide,  the  ground  in  front  of  which  shall  be  removed  to  the 
depth  of  3  and  the  width  of  6  inches.  Stepping  over  the  scratch 
in  an  attempt  shall  be  no  jump,  but  shall  count  as  a  "  try." 
Each  competitor  shall  be  allowed  three  trials,  and  the  best  four 
men  shall  have  three  more  trials  each.  Each  competitor  shall 
be  credited  with  the  best  of  all  his  jumps.  The  measurement 
shall  be  from  the  outer  edge  of  the  joist  to  the  nearest  break 
of  the  ground  made  by  any  part  of  his  person.  A  line  shall  be 
drawn  6  feet  in  front  of  the  scratch  line,  and  stepping  over  such 
line  in  an  attempt  shall  count  as  a  balk;  three  balks  count  as  a 
"  try." 

XXVI.— PUTTING  THE  SHOT 
The  shot  shall  be  a  metal  sphere  weighing  16  pounds.  It 
shall  be  put  from  the  shoulder  with  one  hand,  and  during  the 
attempt  it  shall  not  pass  behind  nor  below  the  shoulder.  It 
shall  be  put  from  a  circle  7  feet  in  diameter,  4  feet  of  whose  cir- 
cumference shall  be  a  toe  board,  4  inches  in  height.  Foul  puts, 
which  shall  not  be  measured,  but  which  shall  count  as  puts,  are 
as  follows: 


304      TRACK   AND    FIELD    ATHLETICS 

1.  Letting  go  of  the  shot  in  an  attempt. 

2.  Touching  the  ground  outside  the  circle  with  any  portion 
of  the  body  while  the  shot  is  in  hand. 

3.  Touching  the  ground  forward  of  the  front  half  of  the  cir- 
cle with  any  portion  of  the  body  before  the  put  is  measured. 

Each  competitor  shall  be  allowed  three  puts,  and  the  best  four 
men  shall  each  be  allowed  three  more  puts.  Each  competitor 
shall  be  credited  with  the  best  of  all  his  puts.  The  measure- 
ment of  the  put  shall  be  from  the  nearest  edge  of  the  first  mark 
made  by  the  shot  to  the  point  of  the  circumference  of  the  circle 
nearest  such  mark. 

XXVII.— THROWING   THE    HAMMER 
The  hammer  head  shall  be  a  metal  sphere.     The  handle  may 
be  of  any  material,  and  the  combined  length  of  the  head  and  han- 
dle shall  not  be  more  than  4  feet,  and  the  combined  weight  shall 
not  be  less  than  16  pounds. 

The  hammer  shall  be  thrown  from  a  circle  7  feet  in  diam- 
eter. In  making  an  attempt  a  competitor  may  assume  any  posi- 
tion he  pleases.  Foul  throws,  which  shall  not  be  measured  but 
which  shall  count  as  throws,  are  as  follows: 

1.  Letting  go  of  the  hammer  in  an  attempt. 

2.  Touching  the  ground  outside  the  circle  with  any  portion 
of  the  body  while  the  hammer  is  in  hand. 

3.  Touching  the  ground  forward  of  the  front  half  of  the  circle 
with  any  portion  of  the  body  before  the  throw  is  measured. 

Each  competitor  shall  be  allowed  three  throws,  and  the  best 
four  men  shall  each  be  allowed  three  more  throws.  Each  com- 
petitor shall  be  credited  with  the  best  of  all  his  throws.  The 
measurement  of  the  throw  shall  be  from  the  nearest  edge  of  the 
first  mark  made  by  the  head  of  the  hammer  to  the  point  of  the 
circimaference  of  the  circle  nearest  such  mark. 

XXVIII 

Associate  clubs  shall  have  entire  charge  of  the  entries  of  their 
owTi  members  in  athletic  meetings,  provided,  always,  that  no 
member  shall  enter,  compete  or  take  part  in  any  event  at  any 


LAWS  OF  ATHLETICS  305 

athletic  meeting,  the  entries  to  which  event  shall  not  be  limited 
to  amateur  athletics.  This  rule,  however,  shall  not  prevent  this 
Association  or  its  Executive  Committee  from  prohibiting  entries 
to  any  event  or  events. 

XXIX 

In  all  classes  of  limit  events,  competitors  shall  not  be  debarred 
by  reason  of  having  made  a  better  record  after  the  closing  of 
entries  for  such  event. 

XXX 

All  cases  of  dispute  and  any  question  that  may  arise  not  pro- 
vided for  in  these  laws,  and  in  the  interpretation  of  these  laws, 
shall  be  referred  to  the  Executive  Committee  of  the  Association. 

XXXI 

An  intercollegiate  record  is  any  record  made  at  the  annual 
meeting  of  the  I.  C.  A.  A.  A.  A. 

A  collegiate  record  is  one  made  at  any  meet  held  by  a  member 
of  the  I.  C.  A.  A.  A.  A. 

The  I.  C.  A.  A.  A.  A.  shall  keep  a  list  of  all  intercollegiate 
records,  and  another  of  all  collegiate  records. 

XXXII 

This  Association  shall  from  time  to  time  give  its  approval 
to  all  records  made  in  standard  "  collegiate "  games,  and  when 
so  desired  shall  in  its  discretion  inquire  into  and  give  its  approval 
to  all  other  (collegiate)  athletic  records  and  games. 

No  record  in  running  or  walking  shall  be  given,  imless  the 
same  shall  be  timed  by  at  least  two  official  time-keepers,  or  by 
assistant  time-keepers  appointed  by  the  referee. 

No  record  shall  be  given  in  the  high,  standing  or  broad  jump, 
pole-vaulting,  putting  the  shot  or  throwing  the  hammer,  unless 
the  same  shall  be  measured  by  at  least  two  official  measurers. 

Said  timers  and  measurers  shall  be  regularly  approved  by  the 
"club"  or  association  giving  games,  or  by  the  referee. 


306       TEACK   AISTD   FIELD    ATHLETICS 

RULES    TO    GOVERN    THE    AWARDING    OF    THE    CHAM- 
PIONSHIP   CUP    OF    THE    I.    C.    A.    A.    A.    A. 

RULE   I 

This  cup  shall  be  awarded  to  that  college  of  the  Intercol- 
legiate Association  of  Amateur  Athletes  of  America  which,  shall 
be  champion  from  one  field  meeting  to  the  next. 

RULE   II 

Section  1. — That  college  shall  be  champion  which  shall  score 
a  plurality  of  points. 

Sec.  2. — Points  shall  be  counted  as  follows: 

A  first  place  shall  coimt  five  points. 

A  second  place  shall  count  three  points. 

A  third  place  shall  count  two  points. 

A  fourth  place  shall  count  one  point. 

In  case  of  a  tie  the  points  shall  be  divided. 
Sec.  3. — In  the  case  of  two  or  more  colleges  scoring  an  equal 
number  of  points,  then  if  one  of  these  colleges  shall  have  been 
champion  for  the  previous  year,  that  college  shall  continue  to 
hold  the  championship  and  cup  for  the  ensuing  year. 

Sec.  4. — But  in  case  the  champion  of  the  previous  year  be 
not  of  those  colleges  described  under  Section  3  of  Rule  II,  and 
that  two  or  more  colleges  shall  score  an  equal  number  of  points, 
then  for  the  ensuing  year  the  championship  shall  be  held  in  abey- 
ance, and  merely  the  names  of  the  colleges  that  make  the  tie, 
together  with  the  date  and  place  of  performance,  shall  be  in- 
scribed on  the  cup,  and  the  cup  shall  be  kept  for  the  year  by  the 
Association. 

RULE   III 

AH  disputes  in  regard  to  the  possession  of  the  cup  shall  be 
referred  to  the  Association. 


LACROSSE 

Edited  by  Ronald  Taylor  Abercrombie,  Johns  Hopkins,  1900. 


EDITOE'S  PREFACE 

Lacrosse,  like  any  other  game  of  skill,  must  be 
played  by  eacb  individual  according  to  his  own  ideas 
at  the  moment  of  play.  But  there  are  certain  under- 
lying principles — certain  things  from  the  experience 
of  those  who  have  played  the  game — that  every  man 
who  expects  to  take  up  lacrosse  should  know  before 
he  even  takes  a  stick  in  his  hands.  These  the  editor 
feels  are  brought  out  in  the  following  pages.  Any  one 
with  a  desire  to  learn  and  a  good  brain,  and  no  other 
should  essay  to  learn  lacrosse,  can  glean  from  these 
pages  much  that  will  be  of  value. 

Lacrosse  in  the  United  States  is  still  in  its  infancy, 
and  as  a  consequence  no  distinctive  system  has  been 
generally  adopted.  So  that  the  system  here  presented 
lays  no  claim  to  being  a  generally  accepted  one.  It  is 
merely  a  compilation,  a  patchwork  if  you  will,  from 
the  systems  of  various  teams,  l^orth  and  South.  It  has 
the  weakness  of  any  compilation,  lack  of  coherence, 
and  the  strength  of  any  combination,  a  variety  of  points 
of  view.  The  principles  underlying  it  all  are  the  great 
principles  of  lacrosse,  and  upon  it  it  is  believed  that 
a  consistent  effective  team-play  can  be  built. 

The  editor  hopes  that  it  may  be  of  value  to  the 
progress  of  the  game  in  America. 

R.  T.  A. 


309 


CHAPTER  I. 

THE  GAME  AS  IT  WAS  AND  IS 

A  great  many  years  ago — just  how  many  history 
doesn^t  reveal — a  member  of  one  of  the  tribes  inhab- 
iting the  northern  part  of  this  continent  discovered  that 
a  small  sphere  could  be  made  to  travel  much  farther  if 
hurled  from  the  end  of  a  short  pole  than  if  thrown  from 
the  hand.  The  name  of  this  aboriginal  Isaac  IN'ewton 
is  lost  in  the  mists  of  ages,  but  his  works  endure.  From 
that  discovery  came  the  modern  game  of  lacrosse. 

Sixty  years  ago  more  than  fifty  tribes  of  American 
Indians  were  playing  lacrosse.  The  manner  of  playing 
was  similar  throughout  the  country,  but  the  different 
tribes  had  different  names  for  the  game.  The  Ojib- 
ways  called  it  "Baggataway '^;  the  Algonquins  "  Tei- 
ontsesiksahcks."  The  present  name  of  lacrosse  was  con- 
ferred by  the  French-Canadian  settlers,  who  saw  in  im- 
agination a  resemblance  between  the  stick  and  a  bish- 
op's crozier. 

The  original  "  ball "  was  either  fashioned  by  wind- 
ing thongs  of  rawhide  into  the  semblance  of  a  sphere 
or  made  of  deerskin  and  filled  with  hair.  The  crosse 
was  at  first  a  three-foot  w^and  with  the  tip  bent  back 
and  held  in  place  by  a  rawhide  cord,  the  space  so  formed 

310 


THE    GAME    AS    IT    WAS    AND    IS     311 

being  netted  with  tlie  same  material.  The  resulting 
"  spoon  '^  was  about  four  inches  in  diameter.  Upon  two 
such  sticks,  one  held  in  each  hand,  the  ball  was  deftly 
caught  and  carried,  and  from  them  thrown  remarkable 
distances,  if  the  tales  we  hear  of  olden  games  may  be 
credited.  It  is  said  that  Tullock-chish-ko,  the  greatest 
player  of  the  Choctaw  tribe,  could  throw  a  ball  220 
yards.  This  is  remarkable  if  so,  for  with  our  modern 
crosse  only  160  yards  have  been  attained. 

As  played  by  the  Indians  of  the  North,  lacrosse 
was  a  grand  melee,  a  battle  royal,  participated  in  by 
whole  villages  and  often  lasting  from  sunrise  until  noon, 
the  wearied  and  disabled  players  dropping  out  and  re- 
entering as  the  spirit  moved  them.  No  restriction  was 
placed  on  the  number  of  contestants  nor  upon  the  size 
of  the  battle-ground:  often  from  four  hundred  to  a 
thousand  warriors  took  part,  and  the  goals  were  any- 
where from  a  quarter  of  a  mile  to  a  mile  distant  from 
each  other.  The  object  of  the  contending  sides  was  to 
put  the  ball  past  the  opposite  goal  and  they  were  not 
particular  as  to  how  that  feat  was  accomplished.  It  was 
a  brutal  game,  a  supreme  test  of  physical  endurance. 
In  it  the  young  bucks  won  their  spurs  and  the  "  star  " 
player  was  as  greatly  honored  in  his  village  as  was  the 
hero  of  many  battles.  Each  side  was  under  the  direc- 
tion of  a  chief,  usually  the  most  skilful  player,  while 
medicine-men  acted  as  referees  and  umpires.  The 
squaws,  armed  with  rawhide  whips,  followed  the  game, 
inciting  their  braves  with  shrieks  and  yells,  and  sound- 


312  LACKOSSE 

ly  lasliing  tlie  flagging  players  to  renewed  exertions, 
thereby  enacting  the  part  of  an  aboriginal  cheering 
section. 

For  extraordinary  contests,  such  as  games  between 
rival  tribes,  the  players,  who  had  been  preparing  them- 
selves for  weeks  by  fasting,  were  selected  a  month  be- 
forehand and  put  in  rigorous  training  to  develop  their 
wind  and  speed  and  render  their  muscles  supple.  On 
the  night  preceding  the  game  the  Great  Spirit  was  in- 
vocated  for  victory  at  a  wild  dance  about  a  huge  fire 
during  which  the  players,  armed  with  their  playing 
sticks,  leaped  and  chanted  until  far  into  the  night:  not 
what  we  would  nowadays  consider  an  ideal  preparation 
for  a  contest.  The  next  morning  the  braves  painted 
their  faces  and  bodies  and  donned  festoons  of  horse- 
hair or  porcupine  quills  which,  in  the  game,  streamed 
from  their  backs  like  gorgeous  tails. 

A  match  usually  lasted  for  several  days  and  con- 
sisted of  from  forty  to  a  hundred  games,  a  game  being 
terminated  when  the  ball  was  put  past  a  goal  or  had 
struck  a  tree  or  other  obstacle  selected  as  a  goal.  Play 
began  in  the  early  morning  and  lasted  well  into  the 
afternoon. 

When  the  sport  was  taken  up  by  the  Canadian  whites 
many  changes  in  the  manner  of  playing  were  made. 
The  length  of  the  field  was  fixed — eventually  at  125 
yards — the  number  of  players  on  each  side  was  restrict- 
ed to  twelve,  and  the  time  of  the  game  became  from  one 
hour  to  one  hour  and  a  half,  a  ten-minute  intermission 


POSITION  OF  BALL  IN  CROSSE. 

The  ball  is  well  up  in  the  body  of  the  netting  and  the  hands  are  well 
apart  for  a  "sure"  grip. 


THE    GAME    AS    IT    WAS    AKD   IS     313 

dividing  the  periods.  One  stick  was  used  instead  of 
two,  rubber  was  substituted  for  raw-hide  in  the  com- 
position of  the  ball  and  the  netting  of  the  crosse  was 
increased  in  area.  A  space  about  each  goal  was  marked 
out  and  called  the  "crease,"  and  into  this  attacking 
players  were  prohibited  from  entering  to  interfere  with 
the  goal-keeper  so  long  as  the  ball  was  outside  it. 

The  first  Canadian  club  of  prominence  was  the  Mon- 
treal. In  1885  the  E'ational  Amateur  Lacrosse  Asso- 
ciation was  formed.  From  Canada  to  the  United  States 
was  an  easy  step,  and  soon  the  game  was  making  friends 
on  this  side  of  the  border.  However,  as  early  as  1882, 
on  Washington's  Birthday,  the  United  States  Intercol- 
legiate Lacrosse  Association  was  formed.  For  a  time 
the  sport  gave  every  indication  of  becoming  very  popu- 
lar. Interest  died  out,  nevertheless,  and  in  1889  in 
New  York  the  Association  was  reorganized  with  Prince- 
ton, Harvard,  Lehigh  and  Johns  Hopkins  represented. 
Unfortunately  for  the  prosperity  of  the  game  in  this 
country  the  game  died  at  Princeton  and  Harvard  with 
the  graduation  of  the  men  composing  the  first  teams. 
Thus  in  1891  only  Lehigh,  Stevens  Institute  and  Johns 
Hopkins  continued  the  organization.  In  1902  Swarth- 
more  was  admitted.  By  the  instigation  of  the  enthusi- 
asts at  Baltimore  and  the  influence  of  the  original  league, 
in  1898  and  1899  interest  was  revived  in  the  game  at 
some  of  the  leading  universities  and  a  few  preparatory 
schools.  An  organization  was  effected  in  1899  by  Cor- 
nell, Harvard  and  Columbia,  and  in  1901,  with  the  addi- 


314  LACROSSE 

tion  of  Pennsylvania,  the  Inter-University  Lacrosse 
Association  was  formed.  These  two  leagues  coexist  at 
present,  but  the  supremacy  has  remained  with  the  older 
organization.  While  for  reasons  of  convenience  these 
two  leagues  are  separate  and  distinct,  the  most  cordial 
relations  exist,  and  games  between  the  different  teams 
comprising  the  leagues  decide  each  year  the  collegiate 
championship  of  the  country.  Every  season  many  well- 
played  and  interesting  contests  take  place.  The  past  few 
years  have  shown  an  increase  in  interest  in  the  sport  that 
is  encouraging.  Now  that  the  preparatory  schools  are 
adopting  the  game,  another  year  or  so  will  see  it  in  a 
most  flourishing  condition.  Recently  the  visits  of  repre- 
sentative Canadian  University  teams,  and  in  June, 
1903,  the  visit  of  the  English  team,  composed  of  Oxford 
and  Cambridge  players,  have  lent  a  healthy  stimulus  to 
the  sport. 

The  merits  of  lacrosse  are  many  and  its  faults  are 
few.  It  is  a  healthful,  vigorous  sport,  interesting  and 
exciting  to  players  and  onlookers  alike.  It  is  refresh- 
ingly simple,  requiring  a  minimum  of  paraphernalia 
and  devoid  of  the  dozens  of  technicalities  which  render 
both  football  and  baseball  difficult  of  enjoyment  to  the 
uninitiated.  Bearing  out  this  statement  is  the  fact  that 
the  rules  of  lacrosse  occupy  four  pages,  the  rules  of 
football  ten  and  those  of  baseball  fourteen. 

As  a  game  for  the  schoolboy  it  recommends  itself 
at  once.  The  outlay  necessary  for  the  formation  of  a 
team  is  slight;  the  clothing,  a  sleeveless  or  quarter- 


THE    GAME    AS    IT    WAS    AND    IS     315 

sleeve  shirt,  a  pair  of  running  pants,  canvas  slices  with 
either  rubber  or  leather  soles,  can  be  purchased  for 
somewhat  under  three  dollars.  A  good  stick  may  be 
had  for  two  dollars,  and  balls,  bought  singly,  cost  fifty 
cents.  With  these  and  four  poles  which  when  in  the 
ground  shall  measure  6  feet  to  their  tops,  you  have 
everything  necessary  save  the  field;  and  that  should 
not  be  hard  to  find.  One  hundred  and  twenty-five  yards 
is  the  indicated  distance  from  goal  to  goal,  but  a  far 
shorter  field  will  answer,  especially  if,  as  may  happen, 
your  team  numbers  nine  or  ten  players  instead  of  twelve. 
And  there  are  those  who  think  lacrosse  would  gain  by 
the  elimination  of  two  players  from  the  dozen. 

Lacrosse  requires,  however,  something  more  than 
sticks  and  apparel.  Cool  judgment,  speed  and  endur- 
ance are  the  most  important  requisites;  skill  may  come 
later.  'Not  even  in  football  is  team-play  more  essential, 
and  the  youth  who  goes  into  a  lacrosse  game  with  the 
intention  of  "  doing  it  all  himself  "  is  destined  to  a  rude 
awakening  and,  probably,  a  salutary  defeat.  Individual 
playing  must  be  subordinated  to  team-work.  The  day 
of  long  runs  the  length  of  the  field  through  the  ranks 
of  the  enemy  is  over  and  it  is  skilful  passing  that  wins 
the  most  goals.  Each  player  is  assigned  a  position  at 
the  commencement  of  the  game,  and  that  position  he 
must  relatively  maintain  until  the  final  whistle  has 
blown.  This  does  not  mean  that  he  is  not  at  liberty 
to  leave  it  temporarily  when  play  requires;  he  may 

adventure  into  the  next  man's  territory  as  often  as  is 
21 


316 


LACROSSE 


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Diagram  M.^-Lacrosse  field  and  positions  of  players. 


THE    GAME    AS    IT   WAS    A:N^D    IS     317 

necessary  to  advance  the  ball;  he  may  sometimes  leave 
half  the  field  between  him  and  his  post;  but,  and  this 
is  a  fundamental  rule,  he  must  get  back  to  it  the  in- 
stant he  is  free  to  do  so;  and  while  he  is  away  it  must 
be  filled  by  the  next  player  of  his  side  farthest  from 
the  ball.  Any  one  who  has  played  basket-ball  will  read- 
ily understand  why  this  is  so.  The  accompanying  dia- 
gram shows  the  plan  of  the  field  and  the  players'  posi- 
tions. 

There  is  no  arbitrary  rule  governing  the  placing  of 
the  players,  but  the  system  shown  (Diagram  M)  is  the 
inost  satisfactory  and  the  one  most  in  vogue.  Particu- 
larly, should  the  attack  line  straight  up  and  down  the 
mid-line  of  the  field,  and  so  their  opponents,  the  de- 
fense, do  the  same.  The  nearer  the  play  approaches 
to  being  in  a  straight  line,  the  better  it  is  for  the  at- 
tacking side,  and  the  harder  it  is  for  the  defense  to  stop. 
This  way  of  "  lining  up  "  allows  the  attack  the  best 
possible  chance  of  uncovering  at  the  same  time  lessen- 
ing the  distance  to  goal.  When  the  attack  plays  out, 
nothing  pleases  the  defense  man  more,  for  it  is  defensors 
duty  then  simply  to  keep  the  attack  man  out,  or  at 
least  be  between  him  and  the  goal. 

Let  us  suppose  that  both  teams  have  passed  the  in- 
spection of  the  referee  as  to  spiked  shoes  and  lawful 
sticks  and  have  taken  their  positions.  Behind  each  goal 
is  an  umpire  whose  duty  it  is  to  decide  whether  a  goal 
has  been  fairly  taken.  The  opposing  centers  in  the 
middle  of  the  field  prepare  for  the  "  draw.''     They 


318  LACI^OSSE 

stoop,  each  facing  tlie  attacking  goal,  and  lay  the  backs 
of  their  sticks  flat  on  the  ground  so  that  the  backs  of 
the  gut  are  against  each  other.  The  ball — ^made  of 
sponge  rubber  and  two  inches  in  diameter — is  placed 
between  and  at  a  signal  from  the  referee  the  sticks  are 
drawn  sharply  past  each  other,  releasing  the  ball,  and 
play  begins.  The  ^Nortli  center  is  successful  in  the 
"  draw "  and  the  ball  goes  to  the  third  attack,  who 
picks  it  up  on  his  stick  and  starts  toward  the  South 
goal.  But  his  opponent,  the  South  third  defense,  is 
not  idle.  He  may,  by  the  rules,  strive  to  obtain  pos- 
session of  the  ball  either  by  "  stick-checking  '^  or  "  shoul- 
dering''; that  is,  he  may  strike  his  opponent's  crosse 
with  his  own,  and  push  it  up,  down  or  to  the  side,  and 
so  possibly  dislodge  the  ball,  or  he  may  charge  the 
opponent  from  the  side  or  front  with  shoulder  and  hip. 
We  will  presume,  however,  that  his  efforts  are  vain, 
and  that  the  E'orth  third  attack  still  has  the  ball. 

A  try  for  goal  from  where  he  is  would  only  be 
advisable  as  a  last  resort;  he  can  not  hope  to  win 
through  the  field  that  is  crowding  about  him;  his  play, 
therefore,  is  to  pass  to  some  other  of  his  own  side  who 
is  uncovered;  i.  e.,  away  from  the  opponent  playing 
opposite  him.  In  the  present  case  that  player  is  prob- 
ably the  second  attack.  And  to  him,  with  a  quick  jerk 
of  his  crosse,  third  attack  sends  the  ball,  over  the  heads 
or  beyond  the  reach  of  the  enemy  and  in  front  of  second 
attack,  who  speedily  picks  it  up  on  the  bound  or,  if  he 
has  been  carefully  watching  events,  takes  it  in  the  air. 


THE    GAME    AS    IT   WAS   AND   IS     319 

He  in  turn- is  besieged  by  the  defense,  and  again  the 
ball  is  passed,  this  time,  possibly,  to  outside  home.  The 
latter,  if  successful  on  the  catch,  gets  it  high  in  the  air 
and  with  a  quick  turn  "  shoots  "  it  downward  for  a  point 
near  the  ground  between  the  goal-poles.  But  the  south 
players  are  close  about  the  goal  and  the  try  is  blocked, 
the  ball  rolling  to  one  side. 

The  south  cover  point  is  after  it  quickly,  scoops  it 
into  his  stick,  turns  and  sends  it  far  down  the  field. 
There  his  own  second  attack  and  the  north  second  de- 
fense strive  to  get  possession  of  it.  They  are  running 
nearly  even.  As  they  approach  the  ball  the  south  player 
closes  up  with  the  other  and,  when  the  ball  is  some  ten 
feet  distant,  "  body  checks  "  him.  That  is,  he  swings 
his  hip  side  wise  suddenly  and  forcibly  just  at  the  mo- 
ment when  the  other's  nearest  leg  is  behind  him.  The 
thrust  throws  the  north  player  to  the  side  and  his  rear 
leg,  swinging  forward  again,  drops  behind  the  other 
and  he  goes  down. 

South  scoops  the  ball  up,  turns,  dodges  successfully 
past  the  first  of  the  defense  and  passes  the  ball  across 
to  the  first  attack.  The  latter  gets  it,  sees  his  chance, 
and,  as  he  swings  about,  throws  overhand  at  goal. 
Cover  point  reaches  him  too  late;  inside  home  checks 
the  north  goal's  stick;  point  sees  the  danger  and  tries 
to  avert  it;  but  the  throw  is  swift  and  true  and  the  ball 
shoots  knee-high  to  the  left  of  the  goal-keeper  and  south 
scores.  The  teams  change  goals  and  the  ball  is  again 
faced  in  the  middle  of  the  field. 


320  LACKOSSE 

In  lacrosse  everything  is  done  on  the  run,  picking 
up,  catching,  passing,  long  throwing  and  checking,  and 
the  player  must  have  his  wits  about  him  every  moment 
of  the  time.  Like  ice  hockey,  it  is  a  game  in  which  a 
plan  of  action  must  often  be  formulated  and  begun 
while  the  body  turns  around — between  the  securing 
of  the  ball  and  rej30very;  and  this  may  explain  why  the 
lacrosse-player  takes  to  hockey  when  winter  comes,  and 
vice  versa.  There  is  little  time  for  posing.  With  an 
opponent  striking  at  your  stick — and  the  possibility  of 
a  blow  on  your  head,  shoulder,  elbow  or  hands — you 
must  decide  quickly  what  is  to  be  done  and  then  do  it 
just  as  speedily  as  you  know  how.  Lacrosse  offers  good 
training  for  the  wits  as  well  as  for  the  muscles.  It  is 
not  a  substitute  for  baseball  or  football,  but  a  sport 
wholly  worthy  to  take  its  place  beside  them;  deserving 
of  popularity  if  for  no  other  reason  than  that  it  is  the 
one  outdoor  game  of  American  inception. 


CHAPTEE  11. 

HOW  TO  PLAY 

Training. — Good  physical  condition  is  quite  as  es- 
sential for  lacrosse  as  for  football  or  any  other  form 
of  athletics.  Endurance  and  nervous  force  are  of  first 
importance.  Tobacco  and  liquors  should  be  avoided, 
a  plain,  nourishing  diet  should  be  held  to  and  regular 
hours  should  be  kept.  As  in  football,  overtraining 
must  be  guarded  against;  an  undertrained  player  is  of 
more  value  than  one  who  is  overtrained. 

Early  practise  should  begin  in  the  fall  and  be 
kept  up  until  cold  weather  comes.  The  fall  season  ought 
to  be  long  enough  for  the  novice  to  learn  the  funda- 
mentals of  the  game. 

Fundamentals. — The  use  of  the  stick  is  the  first 
thing  to  learn.  Become  proficient  at  picking  up  the 
ball  before  you  essay  catching  or  throwing.  There  are 
two  methods  of  picking  up.  These  are  first  and  all  im- 
portant, with  both  hands,  and  second,  with  one  hand 
on  the  crosse.  Learn  with  two  hands  first,  and  only 
use  one  hand  in  exceptional  cases.  A  beginner  should 
always  keep  two  hands  on  his  crosse. 

In  picking  up  the  ball  on  the  run  carry  the  stick  at 

your  side  (to  prevent  a  jab  into' the  stomach),  holding 

321 


322  LACKOSSE 

it  witli  one  hand  just  at  the  butt.  As  you  near  the 
ball  lower  the  net  end  until  it  is  about  two  inches  from 
the  ground,  bring  the  hand  holding  the  stick  to  the 
side  of  the  hip  and  increase  your  speed.  Stiffen  the 
arm,  lower  the  stick  farther  and  scoop  the  ball  over 
the  end  of  the  net  by  a  quick  forward  motion  of  the 
arm.  Do  not  slouch  on  the  right  side;  it  is  not  necessary 
to  lower  the  shoulder  at  all;  it  is  the  speed  at  which 
the  stick  strikes  the  ball  that  throws  the  latter  into  the 
net.  If  the  ball  instead  of  being  motionless  or  rolhng 
away  from  you  is  coming  toward  you,  slacken  your 
speed  if  the  pursuit  is  not  too  near.  Otherwise  raise 
the  butt  end  of  the  stick  to  keep  the  ball  from  climbing 
the  net  and  falling  out  over  the  back.  Avoid  reaching 
so  far  ahead  of  you  that  the  ball  enters  the  net  only  to 
leap  out  again  at  the  first  effort  to  raise  it.  One  hand 
picking  up  enables  you  to  use  the  other  hand  to  ward 
off  blows  at  your  stick. 

In  a  scrimmage  always  use  both  hands  to  pick  up. 
Here  it  is  necessary  to  place  the  net  over  the  ball  and 
by  pulling  it  sharply  back  roll  the  ball  toward  you,  then 
placing  the  edge  in  front  of  its  path  so  that  its  momen- 
tum will  carry  it  into  the  net.  To  use  but  one  hand 
on  the  stick  when  doing  this  is  practically  impossible. 

Throwing. — There  are  two  ways  to  throw  the  ball, 
the  overhand  throw  and  the  underhand  throw.  The 
overhand  throw  is  the  simplest,  and  should  be  learned 
first.  The  only  way  to  learn  is  to  get  a  stick  and  a 
ball  and  practise,  at  first  against  a  wall  or  fence.    In 


HOW    TO    PLAY  323 

the  overhand  throw  the  stick  is  held  with  the  net  to 
the  left  *  of  the  body  and  above  the  shoulders,  the  left 
hand  grasping  the  stick  just  above  the  end  of  the  net 
and  the  right  hand  holding  it  at  the  extreme  end.  The 
ball  should  be  against  the  rim  about  one-third  way  up 
the  net  when  the  stick  is  in  position  to  throw.  The 
throw  is  then  made  by  bringing  the  net  downward  past 
the  body  to  the  right.  The  same  throw  is  made  to  the 
left  by  facing  that  direction  and  taking  position  accord- 
ingly. 

The  underhand  throw  is  made  with  the  net  below 
the  waist,  the  hands  placed  as  for  the  overhand  throw 
and  the  body  bent.  At  the  throw  the  body  is  straight- 
ened and  the  stick  is  brought  upward  with  a  quick 
scooping  motion  across  the  front  of  the  body  and  to  the 
left.  This  throw  may,  of  course,  be  also  made  to  the 
right.  Side  throws  are  made  with  the  stick  held  across 
the  body  and  more  or  less  parallel  to  the  ground,  and 
are  modifications  of  the  overhand  and  underhand.  For 
short,  sharp  passing  the  side  throw  is  usually  the  best. 
In  any  of  these  throws  an  essential  requirement  is  to 
direct  the  gaze  to  the  point  where  the  ball  is  to  go  at 

*  It  is  immaterial  over  which  shoulder  a  person  learns  to  use  his 
crosse.  In  this  country  the  great  majority  use  the  right-handed  crosse 
over  the  left  shoulder.  That  is,  the  right  hand  is  on  the  butt  of  the 
crosse  and  the  left  just  at  the  end  of  the  netting  while  the  wood  ridge 
is  toward  the  side — outside  to  the  left.  It  is  more  natural  to  use  the 
right-handed  stick  over  the  right  shoulder.  This  brings  the  wood  ridge 
on  the  inside  and  thus  the  usefulness  of  the  stick  is  increased.  For 
an  older  player  it  is  advisable  to  learn  both  ways.  However,  it  is  not 
advisable  to  use  a  left-handed  stick  in  any  event.  A  left-handed  stick 
is  never  allowed  in  facing. 


324  LACEOSSE 

the  moment  the  throw  begins.    Otherwise  certainty  of 
direction  is  impossible. 

Catching. — In  catching  the  stick  may  be  held  in 
a  number  of  positions.  The  knack  of  the  catch  con- 
sists of  "  giving  ''  with  the  stick  so  that  the  ball  instead 
of  meeting  a  motionless  object,  from  which  it  would 
bounce  back,  encounters  an  object  moving  in  the  same 
general  direction  in  which  it  is  itself  moving,  and  so 
has  its  flight  stopped  gradually. 

In  catching  a  long  throw  the  entire  net  end  of  the 
stick  should  give  to  the  impetus  of  the  ball,  otherwise, 
as  has  been  said,  the  ball  will  bounce  away  from  the 
gut.  In  catching  short  passes,  however,  it  is  only  nec- 
essary to  give  the  net  a  peculiar  dip  or  twist  from  the 
wrists  to  accomplish  the  same  result.  For  short  pass- 
ing the  side  catch  is  best,  but  naturally  what  the  catch 
is  to  be  depends  on  what  the  throw  is.  A  side  catch 
will  answer  for  a  ball  coming  anywhere  between  the 
shoulder  and  knee,  but  for  a  ball  reaching  you  outside 
of  that  radius  or  coming  directly  at  you  from  the  front 
it  will  be  necessary  to  use  the  stick  in  some  other 
manner. 

In  practising  passing  do  not  stand  at  one  end  of 
a  ten-acre  field  and  throw  the  ball  to  a  companion  at 
the  other  end.  A  long  throw  is  very  beautiful  to  watch 
and,  if  done  well,  quite  an  accomplishment.  But  now- 
adays the  game  is  won  by  short  quick  passing  and  long 
throwing  enters  into  it  but  little.  If  you  are  a  captain 
or  a  coach  get  your  men  together  at  distances  from  each 


HOW    TO   PLAY  325 

other  of  from  15  to  30  feet  and  let  them  keep  the  ball 
or  balls  going  at  good  speed,  catching  at  all  elevations 
and  angles,  using  the  side  throws,  keeping  the  ball  in 
the  lower  end  of  the  stick,  and  getting  it  out  again 
without  a  moment's  hesitation. 

Pass  to  right  or  left  of  your  man  and  never  straight 
in  front  of  him  and  try  to  put  the  ball  at  a  height 
between  knee  and  head.  "  Snap  ''  the  ball  from  the 
stick  quickly.  Remember  that  when  you  are  in  a  con- 
test you  will  have  no  time  to  poise  your  body  or  make 
any  other  preparations  for  a  throw.  So  learn  quick 
thinking  and  quick  acting  in  practise. 

Running — or  sprinting,  as  it  really  is — forms  a  large 
part  of  lacrosse,  and  men  Avho  can  start  quickly  and  run 
hard  are  the  kind  that,  all  other  things  being  equal, 
make  the  best  players.  Training  in  this  branch  of  the 
game  may  be  had  during  the  winter  on  the  gymnasium 
track;  the  arrival  of  spring  ought  to  see  the  lacrosse 
candidate  well  supplied  with  speed  and  endurance.  Too 
much  emphasis  can  not  be  laid  upon  the  latter  require- 
ment, and  when  it  is  considered  that  during  an  average 
contest  lasting  over  one  hour  few  players  are  motion- 
less for  more  than  a  few  seconds  at  a  time  the  reason 
is  apparent. 

Passing. — In  the  early  season,  before  the  goals  are 
set  up,  a  form  of  practise  which  admits  of  most  of  the 
plays  appearing  in  a  regular  contest  is  that  in  which  the 
candidates  are  divided  into  two  sides  but  are  not  re- 
quired to  play  any  positions.     The  ball  is  given  to  one 


326  LACKOSSE 

side  and  its  players  are  to  prevent  tlie  securing  of  it 
by  the  opponents.  Tliis  is  called  "  tag."  It  teaches 
catching,  passing,  dodging  and  checking,  and  as  there 
are  no  pauses  such  as  occur  in  a  contest  after  a  try  at 
goal  or  when  the  ball  is  being  brought  in  and  faced,  it 
is  an  excellent  form  of  practise  for  the  chilly  days  of 
early  spring.  The  object,  if  your  side  has  the  ball,  is 
to  "  uncover  " — that  is,  throw  off  the  man  playing 
opposite  you,  so  that  it  can  be  safely  passed  to  you.  If 
you.  secure  it  it  is  then  your  duty  to  find  another  of 
your  side  uncovered  and  pass  it  in  turn  to  him  before 
an  opponent  has  knocked  it  from  your  stick.  iJ^eedless 
to  say,  with  the  ball  once  in  your  possession  it  is  fatal 
to  stand  still;  you  must  keep  on  running,  guard  your 
stick  from  the  assaults  of  the  opponent,  dodge  when 
necessary  and  all  the  time  be  on  the  lookout  for  a 
chance  to  pass.  Be  discreet  about  dodging,  for  by 
dodging  you  invite  checks.  In  passing  to  one  of  your 
side  never  throw  the  ball  directly  at  him,  but  always 
try  to  place  it  ahead  of  him  and  where  he  will  be  able 
to  make  a  good  catch  without  pausing  in  his  run.  If 
he  is  comparatively  uncovered  you  will  have  time  to 
make  a  slow,  safe  pass.  If,  on  the  other  hand,  he  is 
closely  followed  by  his  opponent  you  will  be  required 
to  pass  the  ball  to  him  before  the  opponent  gets  where 
he  can  intercept  it  or  spoil  the  catch.  In  any  case  if 
you  pass  the  ball  directly  at  him  he  will  have  to  slow 
down  so  that  it  will  not  pass  behind  him,  whereas  if  you 
aim  ahead  of  him,  in  distance  according  to  the  pace  he 


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now    TO    PLAY  327 

is  going,  lie  will  be  able  to  keep  on  running — perhaps 
even  increase  his  speed — and  catch  the  ball  in  front  of 
him,  with  his  stick  probably  out  of  reach  of  his  oppo- 
nent's. 

Above  all,  avoid  throwing  over  his  head.  Perhaps 
he  will  catch  it,  but  it  is  more  probable  that  he  won't, 
for  his  opponent's  stick  will  very  likely  be  striking  at 
his  own,  which,  being  above  his  head,  is  within  easy 
reach.  If  the  ball  does  go  by  him,  the  elevation  means 
a  long  chase  with  the  possibility  of  the  other  man  get- 
ting there  first.  Of  two  evils  choose  the  lesser  and 
pass  too  low  rather  than  too  high. 

Candidates  for  the  position  of  goal-keeper  should 
not  neglect  the  general  catching  and  passing  practise. 
The  goal  should  be  an  all-around  player  and  should 
equal  if  not  excel  any  other  member  of  his  team  in 
stick  work.  Practise  at  goal  tending  may  be  had  by 
him  in  a  small  way  before  the  goals  are  set  up  by  mark- 
ing a  6-by-6  square  on  a  wall  or  side  of  a  building  and 
defending  it  against  the  attack  of  another  goal-keeper 
candidate,  later  changing  places  with  him. 

GoAL-SHOOTiNG. — Excellent  practise  at  shooting 
goals  may  be  had  during  the  winter  in  the  gymnasium. 
A  goal  may  be  set  up  or  a  square  may  be  marked  off 
on  the  wall.  If  possible,  have  a  player  defend  the  goal ; 
if  not,  place  an  obstruction  about  equal  to  a  man  in 
height  and  breadth  in  front  of  it  and  try  to  shoot  past 
it.  Shooting  at  an  undefended  goal,  while  better  than 
no  practise  at  all,  is  not  of  very  great  value,  since  in  a 


328  LACKOSSE 

contest  jou  will  find  some  ten  square  feet  of  goal-keeper 
moving  back  and  forth  across  your  target.  In  shooting 
for  a  goal  always  try  first  for  direction  and  next  for 
speed.  The  fastest  ball  in  the  world  will  not  better 
your  score  unless  it  is  aimed  at  the  goal.  Of  all  shots 
which  the  ingenuity  of  the  goal-keeper  is  taxed  to  stop 
the  most  difficult  is  the  shot  made  with  a  hard  down- 
ward slash  of  the  stick  and  which  lands  the  ball  just  in 
front  of  the  goal,  3  to  6  feet,  from  where  it  bounces  in. 
This  is  a  hard  shot  to  judge,  as  the  rebound  is  dependent 
not  only  on  the  angle  at  which  it  strikes  the  ground, 
but  on  inequalities  of  the  turf  and  the  twist  in  the  ball 
itself. 

One  of  the  first  lessons  to  learn  is  not  to  aim  at  the 
goal-keeper.  The  beginner  finds  an  almost  irresistible 
attraction  in  the  goal-keeper,  and  time  after  time,  in- 
stead of  aiming  at  some  point  to  the  right  or  left  of 
him,  slams  the  ball  directly  at  his  breast  as  though  a 
bulFs-eye  was  to  be  scored  by  striking  the  letters  on 
his  shirt. 

Standing  directly  in  front  of  goal,  you  have  36 
square  feet  at  which  to  aim,  less  the  size  of  the  goal- 
keeper. As  you  draw  away  toward  either  side  what  may 
be  termed  the  shooting  surface  is  decreased  until,  when 
you  have  reached  a  point  even  with  the  front  line  of 
the  goal,  it  has  utterly  disappeared.  Hence,  if  you 
shoot  from  in  front  of  the  goal  your  chance  of  scoring 
is  greater  than  if  you  try  from  an  angle.  So  don't 
shoot  from  the  side  as  long  as  there  is  a  chance  jto  get 


HOW   TO   PLAY  329 

in  front.  But  if  there  is  no  chance  to  better  your  posi- 
tion, shoot  anyhow.  Kemember  that  you  can't  score  a 
goal  until  you  shoot,  and  shoot  whenever  you  have  a 
good  opportunity.  Ill-judged  attempts  are  exasperating 
enough,  but  not  nearly  so  exasperating  as  wasted  oppor- 
tunities. The  team  which  gets  the  ball  within  shooting 
distance  and  then  loses  it  while  indulging  in  a  lot  of 
unnecessary  passing  in  the  hope  of  making  the  shot  abso- 
lutely certain  exhibits  a  weak  attack.  There  is  a  funda- 
mental rule  which  says  you  shall  not  pass  in  front  of 
your  own  goal;  there  ought  to  be  a  rule  prohibiting 
more  than  two  passes  in  front  of  the  opponent's  goal. 

Checking. — There  are  two  ways  of  preventing  the 
securing  of  the  ball  by  an  opponent  which  are  not  pro- 
hibited. One  is  called  "  stick-checking ''  and  the  other 
"  body-checking."  "  Stick-checking  "  consists  of  strik- 
ing the  opponent's  stick  with  your  own  and  pushing  it 
to  one  side  or  up  or  down  and,  it  may  be,  holding  it 
there  until  one  of  your  side  has  secured  the  ball. 
"  Body-checking  "  consists  of  putting  the  opponent  out 
of  the  way  by  striking  him  forcibly  with  your  body. 
One  way  to  do  this  is  to  run  into  him  with  the  shoulder; 
another  way,  and  the  more  effective,  is  to  swing  against 
him  with  your  hip,  choosing  as  the  time  for  doing  so 
the  moment  when  his  leg  nearest  you  is  behind  him. 
Practise  will  render  you  capable  of  delivering  a  blow 
of  great  force  with  your  hip.  The  idea  of  checking 
when  the  opponent's  nearest  leg  is  behind  him  is  that 
the  blow  will  throw  him  away  from  you  and  the  rear 


^30  LACEOSSE 

leg  in  swinging  forward  again  will  bear  up  behind  the 
other  and  topple  him  over.  You  will  not  be  able  to  do 
this  perfectly  the  first  time;  it  will  require  practise  to 
learn  just  the  moment  at  which  to  swing  the  hip  out- 
ward. 

To  meet  a  "  body-check  "  of  this  sort,  run  with  your 
feet  well  apart  and  shorten  your  stride  sufficiently  to 
allow  yourself  a  certain  control  over  your  body.  If 
you  are  a  light-weight  stiffen  the  frame  and  give  to 
the  blow  so  that  while  you  will  be  thrown  out  of  your 
course  you  will  not  go  down.  Then  recover  as  quickly 
as  possible.  If  you  are  a  heavy-weight  throw  all  your 
resistance  against  the  check  and  chance  the  result;  it  is 
probable  that  unless  your  opponent  has  as  much  weight 
as  you  he  will  go  farther  out  of  his  course.  If  you  are 
tall  make  your  body  flexible  and  yield  instantly  to  the 
blow.  The  opponent,  not  finding  the  expected  resist- 
ance, will  probably  go  down  himself.  At  least  he  will 
fare  quite  as  badly  as  you. 

The  "  body-check  "  should  be  used  in  running  into 
an  opponent  who  is  about  to  throw  for  goal.  Striking 
with  the  elbow  may  do  the  work,  but  the  hip  blow  will 
usually  prove  more  disconcerting  and  is  harder  to  avoid. 
Of  course  the  "  body-check  "  can  only  be  used  when 
approaching  the  opponent  from  the  side  or  front.  How- 
ever, if  you  are  obliged  to  go  at  him  from  the  front  to 
spoil  a  shot  at  goal  use  the  "  stick-check."  Run  at  him 
and  slam  the  flat  of  your  stick  against  his  as  the  latter 
comes  down  from  over  his  shoulder.     Use  the  flat  and 


HOW   TO    PLAY  331 

not  tlie  edge,  as  the  former  will  hold  nine  times  out  of 
ten  while  the  latter  will  often  slip  off.  Moreover,  you 
"  cover  "  better  this  way.  IN'ever  allow  an  opponent 
an  undisturbed  try  for  a  goal. 

When  pursuing  an  opponent  who  has  the  ball  don't 
waste  your  strength  and  retard  your  speed  by  slashing 
wildly  at  his  stick  with  your  own  in  the  overhand  fash- 
ion. Your  blows  may  make  his  shoulder  and  elbow 
rather  uncomfortable,  but  there's  very  little  chance  of 
their  reaching  his  stick.  Besides  their  futility  they  are 
liable  to  operate  against  you  by  throwing  you  out  of 
balance.  If  you  have  ever  tried  to  deal  a  hard  over- 
hand blow  with  a  crosse  while  running  at  full  speed 
you  will  appreciate  this  fact.  Your  opponent  can  ward 
off  almost  every  blow  of  this  sort  with  his  arm  or  upper 
body.  So  let  overhand  checking  alone  when  in  pursuit 
and  use  the  underhand.  Trail  your  stick  behind  you 
with  right  or  left  hand  some  four  inches  from  the  butt 
until  stick  and  arm  are  stretched  well  back.  Then 
bring  both  around  sharp  and  hard  with  a  rising  swing. 
This  upward  check  will  almost  always  reach  his  stick, 
as  there  is  no  certain  way  for  him  to  guard  against  it, 
and  very  often  it  will  dislodge  the  ball. 

When  your  opponent*  is  running  away  from  you, 
"  stick-checking  "  is  your  only  course.  But  if  the  op- 
ponent is  coming  toward  you  for  a  try  at  goal  and  is 
still  too  far  distant  to  shoot  "  body-checking  "  is  what 
is  called  for.  Don't  wait  for  him  to  come  up  to  you, 
but  go  down  to  him  and  try  conclusions  as  far  from 


332  LACROSSE 

goal  as  possible.  Don't  waste  your  chance  by  whacking 
blindly  at  his  stick  with  your  own.  If  he  is  a  good 
dodger  he  will  fool  you  as  sure  as  fate.  He  will  prob- 
ably hold  his  crosse  out  very  invitingly  in  the  hope  that 
you  will  strike  at  it;  if  you  do  he  will  double  around 
you  before  you  have  recovered  and  will  be  yards  to  the 
good  before  you  have  turned.  Use  the  "  body-check '' 
against  him.  If  you  are  going  fast  he  will  find  it  easy 
to  feint  to  one  side  and  go  past  on  the  other,  so  slow 
up  when  a  few  yards  away  and  wait  for  him.  Then 
watch  and  be  on  your  toes.  When  he  starts  to  go  to 
one  side  of  you  step  into  his  path,  brace  yourself  and 
give  him  hip  and  shoulder.  His  momentum  will  put 
him  out  of  your  way.  If  instead  of  giving  you  this 
chance  he  starts  to  circle,  keep  alongside,  running  wa- 
rily and  only  fast  enough  to  keep  him  moving  away  from 
the  center  line  of  the  field.  Xever  mind  where  he  puts 
his  stick  nor  how  tempting  it  may  look;  'play  for  the 
man  and  not  the  stick.  Watch  him  every  instant  and 
at  the  first  chance  to  "  body-check  "  him,  go  in  hard. 

Positions. — A  captain  may  place  his  men  on  a  la- 
crosse field  in  any  fashion  that  pleases  his  fancy,  but 
the  arrangement  shown  in  the  accompanying  diagram 
is  most  in  favor  in  this  country.  The  duties  of  the  vari- 
ous members  of  a  team  are  what  their  locations  on  the 
field  would  indicate. 

Goal-keeper  should  be  an  excellent  all-around 
player  and  one  whose  stick-work  is  of  the  cleverest. 
He  should  be  an  adept  at  stopping  balls  with  stick  or 


HOW   TO    PLAY  333 

body;  the  really  fine  goal  appears  to  know  by  in- 
stinct where  the  ball  is  coming  and  the  way  in  which 
he  throws  up  his  crosse,  thrusts  out  a  leg  or  turns  the 
body  to  meet  it  is  precision  itself.  He  must  be  able  to 
pick  out  the  man  of  his  side  who  will  use  the  ball  most 
advantageously  and  send  it  to  him,  and  he  must  do  this 
in  the  twinkling  of  an  eye.  Infrequently  he  will  be 
required  to  go  out  and  spoil  a  shot,  and  so  must  be  a 
good  checker. 

Point  and  Cover  Point  have  for  first  duties  the 
checking  of  the  attack  of  inside  home  and  outside  home. 
Close  shots  at  goal  are  their  especial  prey,  but  they  must 
at  all  times  be  ready  to  aid  the  goal-keeper  and  should 
be  hard,  strong  players  and  able  to  throw  well  under 
all  sorts  of  conditions. 

The  Defenses  have  a  wider  range  of  action  than 
the  points.  Primarily  they  must  check  their  men,  the 
opposing  attacks,  but  beside  that  duty  they  must  play 
the  part  of  advance  guards,  be  ready  to  repel  the  in- 
cursions of  the  center  and  quick  to  fall  back  and  form 
into  a  defensive  cordon  about  the  goal.  First  defense 
should  not  adventure  so  far  from  home  as  the  other 
two  when  he  has  the  ball,  nor,  as  a  general  thing,  should 
he  be  expected  to  go  far  to  the  sides  of  the  field  in 
case  of  balls  falling  there;  this  duty  is  better  attended 
to  by  second  and  third  defense. 

Center's  first  duty  is  to  feed  the  attack.  Beyond 
that  he  has  a  larger  range  than  any  other  man  on  the 
team  and  must  make  himself  generally  useful  as  often 


334  LACROSSE 

as  he  can  afford  to  uncover  his  opponent.  Above  all, 
he  should  be  second  to  none  as  an  accurate  thrower  and 
ought  to  excel  all  others  as  a  sure  catcher. 

The  Attacks  should  be  hard  players,  fast  runners 
and  dodgers  and  good  goal-shooters.  And  they  must 
have  a  little  more  than  their  share  of  endurance.  With 
the  ball  once  among  them  they  should  set  a  fast  pace, 
pass  quickly  and  shoot  when  the  opportunity  presents 
itself. 

Outside  and  Inside  Home  are  supposed  to  be,  first 
of  all,  goal-shooters,  and  for  this  reason  they  ought  to 
excel  in  this  accomplishment.  But  frequently  their 
duty  will  consist  of  checking  the  points  while  an  attack 
tries  for  goal.  But  whether  shooting  or  checking,  their 
work  should  be  fast  and  their  attack  fierce;  the  home 
positions  are  no  places  for  slow  or  overcautious  players. 

Team-play  is  what  counts  in  lacrosse  as  in  football 
or  baseball.  The  young  player  when  starting  out  should 
disabuse  his  mind  of  the  idea  that  what  is  required  of 
him  are  "  grand-stand  "  plays  such  as  long  runs  and 
long  throws.  He  is  part  of  a  machine  and  must  keep  his 
place.  Each  player  on  a  lacrosse  team  may  be  likened 
to  a  cog-wheel  which,  revolving  in  its  place,  mashes 
into  other  wheels  on  either  side  of  it.  Just  so  long  as 
the  twelve  cog-wheels  maintain  their  positions  they 
must  revolve  in  unison;  but  the  disarrangement  of  one 
of  them  will  stop  the  others. 

It  is  scarcely  possible  to  lay  too  much  emphasis  on 
the  necessity  for  every  player  keeping  the  position  as- 


HOW   TO    PLAY  335 

signed  to  him  at  the  beginning  of  a  period  of  play. 
But  by  "  keeping  the  position ''  is  not  meant  that  the 
player  must  stand  in  the  same  spot  all  the  time  or  even 
move  in  a  space  a  few  yards  in  area.  Each  player  is 
allowed  a  movement  up  and  down  the  field  practically 
equal  to  the  distance  of  the  nearest  players  of  his  team 
on  either  side  of  him.  That  is,  third  attack,  for  in- 
stance, may  advance  as  far  as  the  position  of  second 
attack  and  retreat  as  far  as  the  position  of  center.  It 
is  the  relative  position  that  each  man  should  preserve, 
for  in  every  game  the  entire  team  save  the  goal-keeper 
moves  up  or  down  the  field.  But  once  having  taken  part 
in  any  disarrangement  of  the  field  regain  your  own 
position  as  soon  as  may  be;  go  back  to  it  on  the  run  and 
don't  loiter  back;  there  is  no  telling  how  soon  you  may 
be  needed  just  there. 

The  effort  must  always  be  toward  having  as  many 
players  as  possible  where  the  ball  is;  numbers  represent 
strength.  On  the  attack  with  the  ball  near  the  oppo- 
nent's goal,  the  entire  team  save  the  goal-keeper  and 
close  defense  should  move  toward  the  scene  of  opera- 
tions, each  man  advancing  one  position.  In  the  same 
way,  on  the  defense,  with  the  ball  near  your  own  goal, 
the  team  as  a  whole  retreats  toward  the  point  of  the 
enemy's  attack,  each  player,  as  before,  moving  to  the 
next  player's  position.  The  advantages  of  this  can  be 
readily  seen.  For  instance,  in  the  first  case,  on  the  at- 
tack, you  have  massed  your  men  closer  together  in  the 
region  of  the  opponent's  goal,  and  so  can  make  your 


336  LACROSSE 

passes  shorter  and  more  rapid.  In  the  second  case,  on 
defense,  if  the  try  at  goal  fails  and  the  ball  goes  back 
of  goal  you  can  spare  a  fielder  to  assist  the  goal-keeper 
or  point  in  gaining  possession  of  it. 

Before  the  Game. — Unlike  football  or  baseball, 
lacrosse  is  not  a  game  which  may  be  planned  before- 
hand save  as  to  a  general  system.  No  matter  what 
sort  of  an  attack  was  mapped  out  when  play  started, 
one  minute  later  all  plans  would  be  worse  than  use- 
less. In  lacrosse  the  situation  changes  every  instant, 
and  it  is  for  this  reason  that  cool,  quick  judgment  is  the 
player's  most  valuable  asset.  But  what  the  captain  can 
do  is  to  decide  how  certain  emergencies  shall  be  met 
when  they  arise  and  what  players  shall  do  in  certain 
cases.  For  instance,  problems  like  the  following  can 
and  should  be  solved  before  the  game  and  drilled  into 
the  players: 

On  defense;  a  shot  at  goal  has  failed  and  the  ball 
has  gone  out.  Inside  home  and  goal-keeper  have  gone 
after  it.  Where  is  point's  position?  Where  is  cover- 
point's  position? 

On  defense;  second  attack  gets  the  ball  on  the  side 
of  field,  eludes  second  defense  and  runs  in.  Who  goes 
out  to  meet  him?  What  is  first  defense's  play?  If 
cover-point  meets  second  attack  who  covers  his  man? 

On  defense;  outside  home  has  failed  at  goal  and 
goal-keeper  has  swept  the  ball  toward  the  corner  of  the 
field.  Inside  home  goes  after  it.  Where  is  cover-point's 
position?    Where  is  first  attack's  position? 


GOAL  WATCHING  PLAY  COMING  IN  FROM  BEHIND  THE 
GOAL-LINE. 


FACING  OFF. 

Backs  of  both  crosses  are  on  the  ground  with  the  ball  between. 
The  centers  are  on  their  feet  ready  for  a  spurt  after  "play." 


HOW  TO  PLAY  337 

There  are  many  other  situations  occurring  in  an 
average  game  which  may  be  provided  for  previously. 
If  the  men  have  been  taught  what  to  do  in  such  con- 
tingencies they  will  not  only  know  instantly  what  their 
own  play  is  but  what  the  other  men  are  doing  and 
where  they  are  placed.  The  result  will  be  precision  of 
movement  and  strength  of  position. 

Points. — There  are  one  or  two  general  points  which 
it  is  well  to  know  and  remember.  When  an  attack  at 
goal  is  jnade  attack  players  must  be  careful  not  to  crowd 
too  close  to  the  goal  and  so  block  their  own  efforts. 
Overeagerness  very  often  causes  players  to  get  in  the 
way  of  the  shots  of  their  own  side.  Wait  until  the  shot 
has  been  made  and  then  rush  for  the  goal.  If  goal- 
keeper stops  the  throw  with  his  body  the  ball  is  liable 
to  drop  right  in  front  of  goal,  and  if  the  attack  is  thick 
thereabouts  it  will  not  be  a  difficult  thing  to  force  it  in 
either  by  the  stick  or  by  kicking. 

It  also  frequently  happens  that  an  attacking  player 
can  find  none  of  his  side  uncovered,  and  so  is  unable  to 
pass.  In  that  case  he  should  toss  the  ball  high  so  that 
it  will  land  just  in  front  of  goal.  Then  if  the  attack 
closes  in  and  strives  to  slash  it  through  as  it  comes  down 
or  kick  it  through  afterward  a  score  is  likely  to  result. 

Bear  in  mind  that  the  man  who  has  just  passed  the 
ball  to  you  is  the  one  of  all  most  likely  to  be  uncov- 
ered. Very  frequently  you  will  be  able  to  pass  back  to 
him  for  a  long  gain,  and  sometimes  you  will  be  able  to 
do  this  not  once  only,  but  several  times  in  succession. 


338  LACKOSSE 

In  an  attack  at  goal  it  should  be  inside  home's  duty 
to  check  point's  stick  the  moment  the  throw  is  made 
and  then  instantly  give  his  attention  to  goal-keeper. 

Don't  talk  to  your  opponent.  Keep  your  mind  on 
the  game  every  minute. 

Don't  come  out  on  the  field  looking  like  a  tramp. 
Wear  clean  togs  and  see  that  they  are  in  good  repair. 
Look  well  to  shoes  and  stick. 

Always  know  where  you  are.  In  the  pauses  of  the 
game  locate  yourself  with  relation  to  the  goal  and  your 
nearest  neighbors.  When  the  ball  is  coming  to  you 
size  up  the  situation  while  the  ball  is  on  the  way  so  that 
as  soon  as  it  is  in  your  crosse  you  can  light  out. 

Keep  cool,  use  your  brain  all  the  time  and  watch 
the  ball. 

Finally,  play  hard,  but  don't  "  slug."  Play  for  the 
love  of  the  game  and  not  merely  to  win.  In  short,  play 
like  a  gentleman. 


LACEOSSE  RECOKDS       339 
•   LACEOSSE  EECOEDS 

GAMES   OF    1903. 

SwARTHMORE  heat  Hobart  9-1 ;  College  of  the  City  of  New 
York  11-1;  Stevens  9-5;  Columbia  14-1;  Lehigh  10-6;  tied  Penn- 
sylvania; lost  to  Crescent  A.  C.  4-10;  Johns  Hopkins  4-6. 

University  of  Pennsylvania  heat  College  of  the  City  of  New- 
York  5-1,  7-3;  Harvard  5-1;  tied  Swarthmore  1-1;  Hobart  2-2; 
lost  to  Lehigh  4-5;  Cornell  3-4;  Columbia  2-3;  Toronto  3-9;  Ox- 
ford-Cambridge 1-7. 

Johns  Hopkins  heat  Pennsylvania  6-0  (forfeited)  ;  Hobart 
8-1;  All-Baltimore  7-0;  Stevens  13-1;  Lehigh  17-4;  Swarthmore 
6-4;  lost  to  Crescent  A.  C.  3-10;  Toronto  6-9. 

Harvard  heat  College  of  the  City  of  New  York  6-2;  lost  to 
Pennsylvania  1-5 ;  Crescent  A.  C.  3-12 ;  Cornell  3-4 ;  Hobart  1-4 ; 
Oxford-Cambridge  5-7. 

Columbia  heat  G.  N.  Y.  T.  A.  A.  4-0;  College  of  the  City  of 
New  York  5-2;  Pennsylvania  3-2;  Cornell  5-1;  lost  to  Crescent 
A.  C.  2-7;  Swarthmore  1-14;  Stevens  1-5. 


ADDITIO:NrAL   KECORDS 


LACROSSE  EULES  343 


RULES   OF  LACROSSE 

OF    THE 

INTERCOLLEGIATE    LACROSSE    ASSOCIATION 
(Adopted  November  30,  1901) 

Rule  1 

PLAYERS 

Section  1. — Each  player  must  be  a  student  of  some  depart- 
ment of  his  university  or  college,  and  must  have  attended,  for 
three  months  previous  to  the  match,  courses  to  the  extent  of  at 
least  five  hours  a  week,  and  have  been  regularly  examined  in  such 
course  or  courses.  No  player  shall  play  in  the  games  of  the  In- 
tercollegiate Lacrosse  Association  of  the  United  States  for  more 
than  a  total  of  four  years. 

Sec.  2. — No  player  who  shall  have  represented  any  collegiate 
institution  or  institutions  for  a  total  of  four  years  shall  be 
allowed  to  play  in  the  games  of  the  Intercollegiate  Lacrosse  Asso- 
ciation of  the  United  States. 

Sec.  3. — ^At  least  ten  days  before  each  match  the  contesting 
teams  shall  furnish  each  other  with  a  list  of  the  men  from  which 
their  team  is  to  be  selected. 

Sec.  4. — No  player  shall  be  allowed  to  wear  metal  stripped, 
heeled  or  spiked  shoes,  nor  shall  there  be  any  projecting  metal 
on  the  shoes,  and  any  player  attempting  to  evade  this  law  shall 
be  immediately  ruled  out  of  the  match. 

Rule  2 

TEAMS 

Section  1. — Twelve  players  shall  constitute  a  full  team. 
Sec.  2. — If,  however,  one  team  is  unavoidably  short  of  men, 
the  other  team  shall,  if  it  see  fit,  drop  men  until  the  number  of 


344  LACROSSE 

the  two  teams  is  equal.    But  no  match  shall  count  in  which  both 
sides  begin  the  game  with  less  than  nine  men  each. 

Sec.  3. — Should  any  player  be  compelled  to  leave  the  field  dur- 
ing the  match  through  illness  or  injury,  the  opponents  shall  drop 
a  player  to  equalize  the  sides. 

Sec.  4. — The  players  on  each  side  shall  be  designated  as  fol- 
lows: 

Goal-Keeper. 

Inside  Home Point 

Outside  Home Cover- Point 

First  Attack First  Defense 

Second  Attack Second  Defense 

Third  Attack Third   Defense 

Center    Center 

Third  Defense Third  Attack 

Second  Defense Second   Attack 

First  Defense First  Attack 

Cover-Point Outside   Home 

Point Inside  Home 

Goal-Keeper. 

Rule  3 

captains 

Section  1. — The  captain  of  each  side  must  be  one  of  the  play- 
ers. The  captain  shall  toss  for  choice  of  goals,  and  shall  report 
any  infringement  of  the  rules  during  a  match  to  the  referee. 

Rule  4 

GOALS 

Section  1. — Each  goal  shall  consist  of  two  poles  six  feet  apart, 
and  six  feet  above  the  level  of  the  ground,  joined  by  a  right  top 
cross-bar.  The  poles  must  be  fitted  with  a  pyramid-shaped  net- 
ting of  not  more  than  one-half  inch  mesh,  which  pyramid  shall 
extend  and  be  fastened  to  a  stake  in  the  ground  at  a  point  seven 
(7)    feet  back  of  the  center  of  the  goal,  and  said  netting  shall 


LACROSSE   RULES  345 

be  so  made  as  to  prevent  the  passage  of  the  ball  put  through 
the  goal  from  the  front,  and  the  bottom  of  the  netting  must  be 
held  close  to  the  ground  with  pegs  or  staples  or  bars.  They 
shall  be  placed  at  least  110  yards,  and  if  the  ground  will  per- 
mit, 125  yards  from  each  other.  In  matches,  they  must  be  fur- 
nished by  the  home  club. 

Sec.  2. — The  goal  shall  be  a  marked  line,  twelve  by  eighteen 
feet,  and  the  goal-posts  shall  be  placed  six  feet  from  the  front 
and  back  lines  and  six  feet  from  the  side  lines. 


Rule  5 
the  crosse 

Section  1. — The  crosse  may  be  of  any  length  to  suit  the 
player;  woven  with  catgut,  which  must  not  be  bagged.  (Catgut 
is  intended  to  mean  rawhide  gut  or  clock-string,  not  cord  or  soft 
leather ) .  The  netting  must  be  flat  when  the  ball  is  not  on  it. 
In  its  widest  part  the  crosse  shall  not  exceed  one  foot.  A  string 
must  be  brought  through  a  hole  at  the  side  of  the  tip  at  the  turn, 
to  prevent  the  point  of  the  stick  catching  an  opponent's  crosse. 
A  leading  string  resting  upon  the  top  of  the  stick  may  be  used, 
but  must  not  be  fastened  so  as  to  form  a  pocket  lower  down 
the  stick  than  the  end  of  the  length  strings.  A  bumper  or  stop 
can  not  be  used. 

Sec.  2. — No  kind  of  metal,  either  in  wire  or  sheet,  nor  screws 
or  nails,  shall  be  allowed  upon  the  crosse.  Splices  must  be  made 
either  with  string  or  gut. 

Rule  6 

THE  BALL 

Section  1. — The  ball  to  be  used  in  all  match  games  must  be- 
ef sponge  rubber,  and  marked  "  Regulation  Lacrosse  Ball,"  and 
weigh  about  five  and  three-quarter  ounces.  In  each  match  a 
new  ball,  furnished  by  the  home  team,  must  be  used.  It  shall 
become  the  property  of  the  winning  team. 


346  LACKOSSE 

Rule  7 
officials 

Section  1. — The  referees  who  are  to  act  in  the  games  on  the 
ofRcial  schedule  shall  be  agreed  upon  at  the  annual  convention, 
and  alternates  shall  be  chosen  at  the  same  time.  Such  referees 
and  alternates  shall  be  men  of  recognized  ability;  but  shall  not 
be  students,  alumni  or  partisans  to  the  college  contesting. 

Sec.  2. — The  umpires  who  are  t©  act  in  the  games  on  the  ofti- 
cial  schedule  shall  be  agreed  upon  either  at  the  annual  conven- 
tion, or  by  the  referee  and  captains  before  the  game. 

Sec.  3. — Two  timekeepers  shall  be  appointed,  one  by  each 
captain,  before  the  beginning  of  the  match.  Their  duties  to  be  to 
keep  an  accurate  account  of  the  time  of  the  match,  deducting 
time  for  stoppages  in  the  actual  play,  resulting  from  injuries 
to  players,  ball  out  of  bounds,  or  disputes. 

Sec.  4. — In  case  principals  and  alternates  fail  to  appear,  the 
captains  of  the  contesting  teams  shall  settle  upon  the  referee  and 
umpires. 

Sec.  5. — In  the  settlement  of  any  dispute,  whether  by  the  um- 
pires or  the  referee,  it  must  be  distinctly  understood  that  the 
captains  alone  have  the  right  to  speak  on  behalf  of  their  respect- 
ive clubs,  and  any  propositions  or  facts  that  any  player  may  wish 
brought  before  the  referee  must  come  through  the  captain. 

Rule  8 


Section  1. — Before  play  the  referee  shall  see  that  the  field  is 
cleared  of  all  obstacles  which  may  in  any  way  interfere  with  the 
players. 

Sec.  2. — Before  the  match  begins  the  referee  shall  draw  the 
players  up  in  line  and  see  that  the  regulations  respecting  the  ball, 
crosses  and  shoes  are  complied  with.  Disputed  points  whereon 
the  captains  disagree  shall  be  left  to  his  decision.  He  shall  have 
the  power  to  suspend,  at  any  time  during  the  match,  for  not  less 
than  five,  nor  more  than  fifteen  minutes,  any  player  persisting 


LACROSSE   RULES  347 

in  infringing  upon  these  rules,  the  game  to  go  on  during  such 
suspension.  He  shall  immediately  call  "  time  "  when  "  foul  "  has 
been  claimed  by  either  captain  or  the  player  by  him  appointed, 
or  when  a  goal  has  been  taken.  He  shall  also  have  power  to 
call  "  time "  when  he  observes  a  "  foul "  and  to  enforce  the 
penalty. 

Sec.  3. — The  jurisdiction  of  the  referee  shall  not  extend  be- 
yond the  day  for  which  he  is  appointed,  and  he  shall  not  decide  in 
any  matter  involving  the  continuance  of  a  match  beyond  the  day 
it  is  played.  The  referee  must  be  on  the  ground  at  the  commence- 
ment of  each  match  and  after  "  fouls  "  and  "  balls  out  of  bounds  " 
he  shall  see  that  the  ball  is  properly  put  in  play,  and  shall  call 
•'  play  "  when  both  sides  are  ready.  He  shall  not  express  an  opin- 
ion until  he  has  taken  the  evidence  on  both  sides;  after  taking 
the  evidence  his  decision  in  all  cases  must  be  final.  Any  side  re- 
jecting his  decision  by  refusing  to  continue  the  match  shall  be 
declared  the  losers. 

RULE  9 

UMPIRES 

Section  1. — There  must  be  one  umpire  at  each  goal.  He  shall 
stand  behind  the  net  while  the  ball  is  in  play.  He  shall  decide 
whether  or  not  the  ball  has  fairly  passed  through  the  goal,  and 
his  decision  shall  be  final.  If  a  goal  be  taken  he  shall  raise  his 
hand  above  his  head  and  call  "  goal."  The  umpires  must  each  be 
assigned  to  a  goal  before  the  captains  toss  for  sides;  such  goal 
to  be  kept  through  the  entire  match.  They  must  see  that  the 
rules  respecting  goals  are  adhered  to  and  shall  be  judges  of  all 
fouls  committed  within  the  crease. 

Rule  10 

THE    GAME 

Section  1. — A  match  shall  consist  of  two  thirty-minute  halves, 
unless  otherwise  decided  by  both  captains,  with  an  intermission 
of   ten    minutes   between   the   halves,   and   the    side   scoring   the 


348  LACROSSE 

greater  number  of  goals  shall  be  declared  the  winner.  Time  to 
be  taken  out  whenever  time  is  called.  In  event  of  a  tie,  playing 
shall  be  continued  after  an  intermission  of  fifteen  minutes,  for 
fifteen  minutes,  and  the  side  having  scored  the  greater  number 
of  goals  at  the  end  of  this  time  shall  be  declared  the  winner.  In 
the  event  of  a  tie  at  the  end  of  this  time,  the  captains  shall  de- 
cide whether  the  game  be  postponed,  or  that  it  remain  a  tie. 

Sec.i^. — ^A  goal  shall  be  scored  when  in  the  opinion  of  the 
umpire  the  ball  has  been  fairly  passed  between  the  posts  and  be- 
low the  level  of  their  tops  by  any  other  method  than  that  of 
being  carried  through  in  the  stick  of  an  attacking  player.  Should 
the  ball  be  accidentally  put  through  a  goal  by  orne  of  the  players 
defending  it,  it  shall  count  a  goal  for  the  side  attacking  that  goal. 
Should  it  be  put  through  by  any  one  not  actually  a  player,  it 
shall  not  count.  (In  that  event  the  ball  must  be  put  in  play  at 
center  field.) 

Sec.  3. — If  the  ball  goes  out  of  bounds  the  referee  shall  call 
"  time."  The  ball  is  then  to  be  brought  back  to  the  place  where 
it  left  bounds  and  faced  ten  yards  within  bounds  by  the  two 
nearest  opponents,  the  other  players  retaining  their  positions  from 
that  moment  when  time  was  called.  The  captains  must  settle 
the  bounds  before  the  match  begins.  Should  the  ball  catch  in 
the  netting  the  crosse  must  immediately  be  struck  on  the  ground 
to  dislodge  it. 

Sec.  4. — In  case  the  ball  should  hit  the  umpire,  time  must  be 
called,  and  the  ball  shall  then  be  put  in  play  at  a  distance  of  ten 
(10)  yards  behind  the  goal. 

Sec.  5. — In  the  event  of  a  goal  pole  being  knocked  down  dur- 
ing a  match,  and  the  ball  put  through  what  would  be  the  goal 
if  the  pole  were  standing,  it  should  count  a  goal  for  the  attack- 
ing side;  such  cases  to  be  decided  as  usual  by  the  umpire. 

Sec.  6. — The  ball  must  not  be  touched  with  the  hand  save  in 
Sections  7  and  8,  Rule  10. 

Sec.  7. — The  goal-keeper,  while  defending  goal  within  the  goal 
crease,  may  knock  the  ball  away  with  his  hand,  or  block  it  in 
any  manner  with  his  crosse  or  body. 

Sec.  8. — Should  the  ball  lodge  in  a  place  inaccessible  to  the 


LACROSSE  EULES  349 

crosse,  it  may  be  taken  out  with  the  hand  and  the  player  picking 
it  up  must  face  for  it  ten  feet  within  playing  limits  with  his  near- 
est opponent.  In  case  either  used  a  left-handed  crosse  the  ref- 
eree shall  toss  up  the  ball  between  them,  and  call  play  when  both 
are  ready. 

Sec.  9. — At  the  beginning  of  each  half  the  ball  shall  be  faced 
midway  between  the  goals.  The  referee  shall  ascertain  if  both 
captains  are  ready,  and  place  the  ball  on  the  ground  between  the 
crosses  of  the  two  center  players.  He  shall  then  withdraw  at 
least  ten  feet  and  call  "  play."  The  crosses  must  be  placed  back 
to  back  and  overlap  about  two-thirds  the  length  of  the  netting, 
and  each  be  drawn  straight  back  toward  the  player  holding  it 
when  the  referee  calls  "  play." 

Sec.  10. — No  player  shall  be  allowed  within  six  feet  of  those 
facing  the  ball  until  it  is  in  play. 

Sec.  11. — After  each  goal  the  players  must  change  goals  and 
the  ball  again  be  put  in  play  by  facing  it  in  the  center  of  the 
field. 

Sec.  12. — Only  the  captain  of  either  side,  and  one  other  player 
by  him  appointed,  shall  have  the  right  to  claim  a  "  foul,"  and  the 
referee  shall  not  stop  the  game  when  "  foul  "  is  claimed  by  any 
one  else. 

Sec.  13. — When  a  "  foul  "  has  been  claimed,  the  referee  shall 
call  "  time  "  by  blowing  a  whistle,  after  which  the  ball  must  not 
be  touched  by  either  club,  nor  shall  the  players  move  from  the 
positions  in  which  they  happened  to  be  at  the  moment,  until  the 
referee  has  called  "  play."  If  a  player  should  be  in  possession  of 
the  ball  when  "  time  "  has  been  called,  he  must  drop  it  on  the 
ground.  If  the  ball  shall  enter  goal  after  "time  "  has  been  called, 
it  shall  not  count.  If  a  goal  is  made  after  the  play  on  which 
a  "  foul  "  is  claimed,  and  before  "  time  "  is  called,  that  goal  shall 
count  if  the  foul  claimed  is  not  allowed. 

Sec.  14. — In  case  of  rain,  either  before  or  during  the  match, 
the  game  shall  be  postponed  or  delayed  only  by  consent  of  both 
captains. 

Sec.  15. — If  postponed  and  resumed  on  the  same  day,  there 
shall  be  no  change  of  players  on  either  side. 
23 


350  LACEOSSE 

Sec.  IC. — \Yhen  a  foul  is  allowed  by  the  referee,  the  player 
fouled  shall  be  allowed  a  "  free  throw  or  free  run  "  with  the  ball 
from  the  place  where  the  foul  occurred.  For  this  purpose  all 
players  within  ten  feet  of  said  player  shall  move  away  to  that 
distance,  all  others  retaining  their  positions.  But  if  a  "foul  "  is 
allowed  within  twenty  yards  of  a  goal,  the  man  fouled  shall  be 
granted  a  "  free  throw  or  free  run "  on  moving  away  to  that 
distance  from  the  goal. 

Sec.  17. — If  a  "  foul  "  is  claimed  and  time  called,  and  the 
"  foul "  then  not  allowed,  the  player  accused  of  fouling  shall  be 
granted  a  "  free  throw  or  free  run  "  under  the  conditions  above 
mentioned. 

Rule    11 

FOULS 

The  following  shall  constitute  fouls  and  shall  be  punished  as 
such  by  the  referee: 

Section  1. — No  player  shall  grasp  an  opponent's  crosse  with 
his  hands,  hold  it  with  his  arms,  or  betw^een  his  legs;  nor  shall 
any  player,  six  feet  from  the  ball,  hold  his  opponent's  crosse  with 
his  crosse  in  any  way  to  keep  him  from  the  ball  until  another 
pikyer  reaches  it. 

Sec.  2. — No  player  shall,  with  his  crosse  or  otherwise,  hold, 
purposely  strike  or  trip  another,  nor  push  with  the  hand,  nor 
wrestle  with  the  legs  so  as  to  throw  an  opponent. 

Sec.  3. — No  player  shall  throw  his  crosse  at  a  player  or  at  the 
ball  under  any  circumstances. 

Sec.  4. — No  player  shall  hold  the  ball  in  his  crosse  with  his 
hand  or  person.  \ 

Sec.  5. — No  player  shall  charge  into  another  after  he  has 
thrown  the  ball. 

Sec.  6. — The  crosse  or  square  check,  which  consists  of  one 
player  charging  into  another  with  both  hands  on  the  crosse  so 
as  to  make  the  crosse  strike  the  body  of  his  opponent,  is  strictly 
forbidden. 


LACROSSE   RULES  351 

Sec.  7. — No  player  shall  interfere  in  any  way  with  another 
who  is  in  pursuit  of  an  opponent  in  possession  of  the  ball. 

Sec.  8. — "  Shouldering  "  is  allowed  only  when  the  players  are 
within  six  feet  of  the  ball,  and  then  from  the  front  and  side  only. 
No  player  shall  under  any  circumstances  run  into  or  "  shoulder  " 
an  opponent  from  behind. 

Sec.  9. — No  attacking  player  shall  be  allowed  within  the 
crease  unless  the  ball  is  within  the  crease. 

Sec.  10. — No  player  shall  check  the  goal-keeper  from  behind 
the  poles  while  the  latter  is  in  position. 

Rule    12 

Section  1. — ^Any  amendment  or  alteration  proposed  to  be  made 
in  any  part  of  these  rules  shall  be  made  only  at  the  annual  con- 
vention of  the  Association,  and  by  two-thirds  vote  of  the  mem- 
bers present. 

Sec.  2. — These  rules  take  effect  from  the  date  of  their  adop- 
tion. 


ICE   HOCKEY 


CHAPTER   I 

THE  GAME 

Origin. — Like  most  other  games  ice  hockey  can  be 
traced  back  to  the  ancient  Romans,  who,  with  a  sphere 
filled  with  feathers  and  a  bent  stick  played  the  game 
in  its  original  form.  The  more  recent  precursors 
of  ice  hockey,  however,  were  the  Scottish  game  of  shinty, 
the  Irish  hurley  and  the  English  shinny  or  hockey.  All 
of  these  games  were  played  on  the  ground,  but  from 
hitting  a  knob  or  block  of  wood  about  over  a  frozen  field 
to  doing  the  same  thing  on  a  sheet  of  ice  was  a  natural 
step.  Even  then,  however,  the  pastime  had  but  a  gen- 
eral resemblance  to  the  present  game;  the  number  of 
contestants  was  practically  unlimited  and  the  rules  were 
few;  in  fact,  just  so  long  as  the  players  "  shinnied  on 
their  own  side  "  and  didn't  hit  one  another  over  the  head 
with  malice  aforethought  there  was  no  necessity  for 
bothering  about  rules. 

The  fostering  and  development  of  the  game  on  this 
side  of  the  water  was  principally  done  in  Canada.  As 
a  result  it  has  a  strong  resemblance  to  that  other  excel- 
lent northern  sport,  lacrosse.  About  1880  two  ice  hockey 

clubs  were  formed  in  Montreal.    These  were  the  McGill 

355 


356  ICE  HOCKEY 

University  and  Victoria  Clubs,  and  to  them  most  of  the 
credit  for  the  perfecting  of  the  game  is  due.  Rules  were 
adopted  and  in  1884  half  a  dozen  teams  were  playing  the 
game.  Three  years  later  the  Amateur  Hockey  Associa- 
tion of  Canada  came  into  existence  with  five  clubs  regis- 
tered: the  Victorias,  Montreals,  Crystals,  Quebecs,  and 
Ottawas.  From  eastern  to  western  Canada  the  sport 
traveled,  and  in  the  Province  of  Ontario  the  Ontario 
Hockey  Association  was  formed  in  1890  with  a  member- 
ship of  nine  clubs.  And  that  was  only  the  beginning 
of  things;  to-day  the  city  of  Toronto  alone  holds  fifteen 
hockey  clubs,  while  every  good-sized  town  in  Ontario 
supports  at  least  one  team.  Manitoba  took  up  the  game 
in  course  of  time,  and  at  present  her  players  are  equal 
in  skill  to  those  of  Quebec  Province. 

The  honor  of  having  introduced  the  game  into  the 
United  States  is  variously  conferred  on  representatives 
of  Brown,  Johns  Hopkins,  Harvard,  Yale  and  Cornell 
Universities.  In  the  winter  of  18 94-' 9 5  a  team  made 
up  of  players  from  several  of  the  colleges  visited  Canada 
and  played  a  series  of  games  with  Quebec  and  Ontario 
clubs.  They  returned  with  a  large  number  of  defeats 
to  their  credit,  but  had  gained  valuable  experience  and 
much  enthusiasm.  From  this  tentative  organization 
were  evolved  the  leading  clubs  of  the  United  States. 
Of  these  the  St.  Nicholas  Skating  Club  of  :N'ew  York 
was  the  first,  and  was  followed  very  soon  after  by  the 
!N^ew  York  Hockey  Club.  Brooklyn  and  Baltimore  es- 
tablished clubs,  and  in  the  latter  city  especially  hockey 


THE   GAME  357 

flourished  for  several  seasons.  The  colleges  took  up  the 
sport  in  earnest,  Brown,  Yale,  Columbia  and  Pennsyl- 
vania being  followed  closely  by  Harvard,  Princeton, 
Michigan  and  Cornell.  As  usual  the  schools  followed  the 
lead  of  the  colleges,  and  to-day  ice  hockey  is  at  last 
firmly  established  in  favor. 

The  first  requisite  is  a  clear  sheet  of  ice  not  less 
than  112  feet  long  by  58  feet  wide.  A  boundary  of 
boards  is*  necessary,  since  caroming  the  puck  against  the 
sides  of  the  rink  is  an  important  feature  of  the  game. 
This  barrier  may  be  anywhere  from  6  to  36  inches  high, 
the  latter  height  being  preferable.  Goals  are  placed  at 
least  10  feet  from  the  edge  of  the  ice  in  the  center  of 
either  end  of  the  rink  and  are  6  feet  wide  and  4  feet 
high.  A  pair  of  poles  will  answer  for  practise,  but  a  goal 
similar  to  a  lacrosse  goal,  made  of  iron  piping  with  a  net, 
is  required  by  the  American  Amateur  Hockey  League 
rules.  These  goals  cost  $15  a  pair.  The  implements 
consist  of  a  vulcanized  rubber  disk  1  inch  thick  and  3 
inches  in  diameter  called  a  '^  puck,"  and  sticks,  varying 
in  length  according  to  their  use  by  forward  or  defense 
players,  terminating  in  a  blade  set  at  an  angle  of  about 
45  degrees  with  the  haft.  The  average  length  of  a  stick 
used  by  a  forward  is  4  feet  from  heel  to  top  of  haft. 
The  blade  is  usually  2^  inches  at  the  widest  part  and 
must  not  exceed  3  inches.  The  better  sticks  are  made 
of  rock  elm  and  cost  from  50  to  75  cents  each.  Pucks 
cost  50  cents  each.  A  skate  especially  designed  for 
hockey  has    an    absolutely    straight    blade,    especially 


358  ICE  HOCKEY 

adapted  for  quick  starting,  stopping  and  turning,  and  is 
screwed  into  the  heel  and  sole  of  the  shoe,  additional 
security  being  obtained  by  straps. 

The  object  of  the  game  is  to  pass  the  puck  between 
the  opponent's  goal-posts,  thus  securing  a  goal.  The 
rules,  a  -not  overbrilliant  production,  use  the  word  game 
to  signify  a  goal  scored.  This  is  a  term  borrowed  from 
the  Canadians  and  is  decidedly  misleading,  since  in  this 
country  a  game  is  an  entire  contest,  the  English  word 
match  being  seldom  employed.  In  this  article  a  goal 
scored  will  be  called  a  goal.  The  game  consists  of  halves 
of  twenty  minutes  each  divided  by  a  ten-minute  intermis- 
sion, the  teams  changing  goals  at  the  beginning  of  the 
second  half.  The  side  having  the  most  goals  to  its  credit 
at  the  end  of  the  game  is  declared  the  winner.  In  case 
of  a  tie  a  third  period  of  play  is  begun  and  is  continued 
until  one  side  has  secured  the  deciding  goal.  The  puck 
is  not  struck  with  the  stick,  but  is  advanced  by  being 
pushed  forward  and  from  side  to  side,  which  is  called 
^'  dribbling,"  by  being  slid  and  by  being  "  lifted  "  with 
the  blade  of  the  stick  and  sent  through  the  air.  The 
rules  are  few  and  simple.  The  puck  may  be  advanced 
in  any  way  with  the  stick,  but  may  not  be  carried  with 
the  hand  nor  thrown.  The  stick  may  not  be  lifted  above 
the  shoulder  save  after  having  "  lifted  "  the  puck.  Pen- 
alties are  provided  for  foul  tactics  and  for  off-side  play- 
ing. Off-side  play  occurs  when,  after  a  player  touches 
the  puck,  any  player  of  the  same  side,  who  at  the  moment 
of  touching  was  nearer  the  opponent's  goal-line,  touches 


1 

'"JK^   j 

^SBB^ '    '^"^^j^^J^^^^I 

OF  THE 

UNIVERSITY 


THE  GAME  359 

the  puck  himself  or  interferes  with  an  opponent,  until 
the  opposing  side  has  played  the  puck. 

The  players  of  a  team  are  seven  in  number  and  are 
known  as  the  goal-tender,  the  point,  the  cover-point, 
right  end,  right  center,  left  center,  and  left  end.  The 
first  three  players  are  known  as  the  defense,  the  last  four 
as  the  forward.  The  relative  positions  of  the  players  are 
as  shown  in  Diagram  !N^. 

Apparel  is  a  matter  of  some  inlportance.  The  pos- 
session of  a  stick  and  a  pair  of  skates  does  not  imply  pre- 
paredness for  hockey.  The  usual  and  best  costume  con- 
sists of  a  full-fashioned  worsted  jersey  with  full-length 
sleeves  and  medium  high  collar,  knee  pants  of  gray  or 
khaki-colored  canvas  with  hips  and  knees  well  padded 
and  having  cane  strips  at  the  thighs,  warm  woolen  stock- 
ings, shoes  at  once  strong,  warm  and  comfortable,  a 
knitted  cap,  and  a  woolen  sweater  for  use  when  not  play- 
ing or  until  warmed  up.  The  defense  players  require 
clothing  slightly  different  from  that  of  the  forwards. 
Goal-tender,  for  instance,  should  be  more  warmly  dressed 
than  the  more  active  forwards.  His  trousers  may  be  of 
moleskin  instead  of  canvas  with  good  effect,  while  as  a 
general  thing  a  medium-weight  sweater  will  be  worn  by 
him  throughout  the  game.  Goal's  trousers  should  be 
extra  well  padded  and  should  have  cane  strips  liberally 
distributed  at  the  thighs.  Forwards,  on  the  other  hand, 
are  best  appareled  when  their  trousers  are  rather  loose, 
allowing  absolute  ease  of  movement,  and  are  only 
slightly  padded  at  hips  and  knees.    The  rapid,  continued 


360 


ICE  HOCKEY 


a 


58  ft.  onover  «  a-P 


Croal 


Qeoal 
O  ^o\n\: 


O  ^over  Pofoir 
f    Rfqbtr End     Riqbt Center        Le/tEnd 

O       O  O 


^^QLe/tCe 


Riqht  Center 
Le/"l:Er9d  Le/CCeofer       RiqbCEnd 


I 
11 

I 

o 


Cover  Polor 


Poinr 


Qool 


d-e^6Fh 


Cxoat 


Diagram  N. — Hockey  rink  and   positions  of  players. 


THE  GAME  361 

playing  required  of  them  precludes  the  necessity  for 
sweaters  during  the  game.  Leg-guards  are  required  by 
the  goal-tender  and  shin-guards  by  point  and  cover-point. 
A  curled-hair  pad  at  either  elbow,  stitched  on  to  each 
player^s  jersey,  is  advisable  as  a  preventive  against 
bruises. 

In  selecting  a  stick  look  out  for  flaws  and  knots. 
A  proper  stick  is  of  Canadian  rock  elm,  free  from  in- 
equalities, rather  light  in  weight  for  its  size,  with  close, 
hard  grain  running  straight  with  the  haft  and*  curving 
with  the  blade.  Such  a  stick  will  stand  ordinary  blows 
and  will  not  fray  at  the  sole  where  it  comes  in  contact 
with  the  ice.  A  heavy-feeling  stick  is  usually  one  which 
is  not  thoroughly  dried  and  seasoned  and  which  may 
warp  when  subjected  to  sudden  extremes  of  heat  and 
cold. 


CHAPTEK   II 

HOW  TO   PLAY 

Qualifications. — l^aturally  the  first  qualification 
necessary  for  a  hockey  player  is  the  ability  to  skate  well. 
A  player  without  much  speed  may  perhaps  capture  the 
position  of  goal-tender  or  point,  for  speed  there  is  not  so 
necessary  as  a  perfect  command  of  the  body.  To  skate 
down  the  rink  at  extraordinary  speed  will  accomplish 
little  if  the  slightest  collision  throws  you  on  your  back. 
Ability  to  keep  the  balance,  therefore,  is  of  prime  im- 
portance. Keeping  the  balance  means,  among  other 
things,  skating  low — that  is,  with  the  weight  as  near  the 
ice  as  possible.  After  you  have  learned  to  skate  low 
learn  to  skate  hard.  In  case  you  are  body  checked  it  is 
just  as  well  for  the  other  man  to  go  down  instead  of  you. 
If  you  skate  hard  he  will.  If  you  don't  it  will  be  you 
who  will  scrape  the  ice. 

With  the  ability  to  keep  the  feet  under  the  ordinary 
circumstances  of  a  fast  game  will  come  the  ability  to 
dodge  and  handle  the  stick  so  that,  at  least,  you  will  not 
fall  over  it.  When  you  have  taken  part  in  a  game  or 
two  and  have  watched  a  few  more  you  will  have  learned 
what  is  required  of  you  in  the  way  of  skating;  after  that 
practise  is  all  that  is  necessary.    Don't  start  out  with  the 

362 


HOW  TO  PLAY  363 

idea  of  being  a  ^'  fancy ''  player;  leaping  over  an  oppo- 
nent's stick  is  pretty  to  look  at  once  in  a  while  and  is  a 
useful  accomplishment,  but,  generally  speaking,  ^'  it  but- 
ters no  parsnips.''  Set  out  with  the  intention  of  becom- 
ing a  "  common  or  garden  variety  "  of  player,  one  who 
will  skate  hard  and  fast,  keep  his  feet  under  him  and  be 
close  up  to  the  puck  all  the  time.  If  you  do  that  you 
will  stand  an  excellent  show  of  playing  all  around  the 
"  fancy  "  man. 

The  trick  skater  makes  an  undesirable  candidate  for 
the  hockey  team  for  the  reason  that  he  has  sacrificed 
the  qualities  necessary  in  a  hockey  player — speed,  dash 
and  force — for  grace  and  intricacy  of  movement. 
^^  Backward  rolls  "  and  "  grapevines  "  have  little  prac- 
tical use  of  the  hockey  rink.  In  the  same  way  the  speed 
skater  per  se,  while  more  promising  than  the  trick  skater, 
is  not  the  best  of  material.  In  short,  what  is  wanted 
when  it  comes  to  building  a  hockey  team  is  a  number  of 
plain,  every-day  skaters,  fellows  who  can  go  hard  and 
fast  without  much  attention  to  style,  who  can  start  like  a 
flash  and  stop  as  quickly,  who  can  dodge  like  a  rabbit  and 
who  can  fall  on  the  back  of  their  heads  and  be  up  smiling 
before  the  referee's  watch  has  ticked  twice. 

The  usual  playing  time  is  forty  minutes.  This  means 
that  the  players — more  especially  the  forwards — must 
have  good  lungs  and  hearts;  endurance  is  half  the  game. 
The  average  college  hockey  team  contains  at  least  one  or 
two  lacrosse  players,  for  among  similarities  the  games  are 
alike  in  that  they  each  test  the  endurance  of  the  players 


364  ICE  HOCKEY 

very  heavily,  and  a  man  who  has  played  during  the 
spring  and  fall  on  the  lacrosse  field  gravitates  quite  natu- 
rally to  the  hockey  rink.  The  hockey  player,  then, 
should  be  strong  physically  and  constitutionally.  A  for- 
ward is  put  to  such  extremes  of  exertion  at  times  that 
only  a  perfect  condition  of  health  can  stand  the  strain 
without  injury. 

There  are  mental  requirements  as  well  as  physical. 
A  player  without  a  little  more  than  his  share  of  pluck 
is  a  poor  player  no  matter  how  well  he  may  skate,  dodge 
and  handle  his  stick.  And  pluck  contains  a  seasoning  of 
recklessness,  for  the  calculating  man  who  strives  to  make 
his  plays  without  putting  his  legs  and  arms  in  danger  is 
better  fitted  for  lawn  bowls.  But  recklessness  does  not 
necessarily  imply  any  lack  of  coolness ;  it  is  the  cool  reck- 
lessness that  counts.  The  player  who  has  a  clear  idea  of 
what  he  is  going  to  do  and  how  he  intends  to  do  it,  and 
who  then  dives  into  the  melee  at  the  risk  of  hard  knocks 
and  does  it,  is  the  player  who  makes  goals  for  his  team 
and  a  name  for  himself.  And,  just  as  in  football  or  any 
other  game,  it  is  not  the  daring  player  who  gets  hurt 
the  oftenest,  but  the  careful  chap  who  tries  to  save  his 
body.  Daring  denotes  confidence,  and  confidence  wins. 
But  there  is  a  difference  between  confidence  and  over- 
confidence.  One  wins  games  and  the  other  loses  them. 
A  confident  team  is  one  to  back,  an  overconfident  team 
is  one  to  anticipate  defeat  for. 

Training  for  hockey  should  begin  at  the  commence- 
ment of  the  season — usually  about  the  first  week  in  De- 


HOW  TO  PLAY  365 

cember — with  a  general  course  of  gymnastics,  since  as 
the  game  calls  into  play  practically  every  muscle  of  the 
body  a  preliminary  conditioning  of  them  is  advanta- 
geous. Aside  from  the  heavy  weights  every  appliance 
contained  in  the  gymnasium  may  be  used,  paying,  how- 
ever, special  attention  to  such  exercises  as  will  develop 
the  muscles  of  the  arms,  back  and  chest.  The  lower 
limbs  and  the  stomach  muscles  need  not  be  neglected 
indoors,  but  they  will  very  soon  be  brought  into  condi- 
tion by  the  early  days  of  practise.  The  punching-bag 
offers  a  valuable  means  of  developing  the  lungs. 

Diet. — A  plain,  wholesome  and  well-cooked  diet  is 
necessary  to  success.  Pastry  is,  of  course,  barred.  If 
possible  the  team  and  substitutes  should  go  to  a  training 
table  at  least  a  week  before  the  first  game  of  the  season. 

Practise. — As  in  everything  else,  practise  is  what 
counts.  There  can  not  be  too  much  of  it  just  so  long  as 
there  is  no  overexertion.  Practise  should  begin  in  early 
December,  on  the  ice  if  there  is  any,  on  the  gymnasium 
floor  if  not.  The  coach  can  give  a  deal  of  instruction  in 
stick-hand hng,  blocking-off  and  team-play  in  the  gym- 
nasium. He  can  also  set  up  one  or  more  goals  and  give 
valuable  practise  in  shooting  and  guarding.  From  the 
time  the  team  first  assembles  until  the  season  ends  there 
should  be  daily  practise  at  shooting  goals,  either  on  the 
ice  or  in  the  gymnasium;  and  this  aside  from  whatever 
other  general  practise  is  possible. 

Stick-Handling. — It  is  not  possible  to  teach  stick- 
handling  in  this  article.  It  comes  with  practise — in  fact, 
24 


366  ICE  HOCKEY 

teaches  itself.  But  there  is  one  law  which  may  be  given 
here  and  which  is  the  basis  of  successful  stick  work: 
hold  the  stick  in  both  hands.  Grasp  it  at  the  end  of  the 
haft  with  the  right  hand  and  put  the  left  hand  as  low 
down  as  experiment  shows  to  be  advisable;  where  the 
left  hand  is  to  go  depends  upon  the  player's  reach.  With 
both  hands  upon  it  the  stick  is  a  help  in  skating;  with  one 
hand  on  it  it  is  a  hindrance.  Held  in  the  proper  way  it 
will  aid  the  player  in  maintaining  his  balance  and  in 
dodging.  With  both  hands  upon  it  it  can  not  get  behind 
the  player,  and  consequently  is  always  in  position  to 
check  stick,  to  body  check,  to  resist  checks,  to  stop  the 
puck  and  to  shoot.  Once  in  a  while  it  becomes  necessary 
to  take  the  left  hand  from  the  haft.  In  this  case  if  the 
right  is  at  the  end  of  the  haft  the  stick  is  still  under  excel- 
lent control.  Stick-handling  is  one  of  the  essentials  of 
hockey  and  proficiency  in  it  comes  with  practise. 

The  face  begins  the  game.  This  play  is  similar  to 
the  method  by  which  the  ball  is  put  in  play  in  lacrosse. 
The  puck  is  placed  in  the  center  of  the  rink  between  the 
sticks  of  two  opposing  forwards,  usually  center  men,  and 
at  the  whistle  of  the  referee  each  tries  to  get  possession 
of  it  and  pass  it  back  to  a  player  of  his  own  side.*  The 
side  gaining  the  disk  then  begins  its  charge  down  the  ice, 

*  In  the  Canadian  game  three  forwards  constitute  the  line,  while  a 
fourth  man,  known  as  the  "rover,"  takes  a  position  generally  behind 
it,  keeping  a  sharp  watch  for  pucks  getting  by  the  line,  and,  in  short, 
"  backing  up."  The  practise  of  playing  one  man  back  during  the  rush 
is  sometimes  followed  in  this  country,  but  the  name  of  "rover "is 
never  applied  to  him. 


HOW  TO  PLAY  367 

that  is,  the  four  forwards  spread  across  the  rink  in  a 
practically  straight  line  and  advance  the  puck  toward 
the  opponent's  goal  by  dribbling  and  passing,  while  the 
cover-point  moves  up  to  a  position  near  the  center  of  the 
field.  Goal-tend,  of  course,  does  not  leave  his  position, 
nor  does  point. 

In  the  forwards'  advance  they  first  meet  repulse  from 
the  opposing  forwards.  These  once  evaded  by  skilful 
dodging  and  passing  only  the  opposing  defense  remains 
between  them  and  the  goal,  although  the  opposing  for- 
wards are  of  course  harassing  them  from  the  rear.  The 
opposing  cover-point  is  the  first  of  the  defense  to  evade. 
A  pass  from  a  center  to  an  end  will  usually  accomplish 
this-,  and  cover  is  left  behind  and  is  for  the  moment  out 
of  the  running.  Next  point  confronts  them.  If  point 
can  be  evaded  and  the  shoot  at  goal  made  before  the 
forwards  and  cover-point  can  rally  to  the  defense  the 
chance  of  scoring  is  bright.  Naturally  the  thing  to  do 
is  to  deceive  point  by  seeming  to  attack  from  one  part 
of  the  line  and  then,  by  a  quick  pass,  attack  from  another. 
For  instance,  if  right  end  has  the  puck  he  skates  in 
near  goal  and  as  point  starts  to  check  him  he  passes  to 
right  center,  who  shoots.  By  this  time  the  entire  oppos- 
ing team  has  rallied  to  the  defense  of  their  goal  and  if 
the  shoot  is  unsuccessful  close  fighting  ensues  until  the 
goal  is  won  or  the  opponent  captures  the  puck  and  plays 
it  out  of  danger. 

Team-play  is  essential  to  success  in  hockey  as  in 
football.     For  one  forward  to  take  the  puck  down  the 


368  ICE  HOCKEY 

rink  himself  and  shoot  the  goal  is  seldom  possible.  It 
is  the  clever  passing  from  one  forward  to  another  that 
nets  points.  The  theory  is  that  of  the  uncovered  man 
as  applied  in  lacrosse  and  basket-ball.  The  forward  who 
is  attacked,  to  avoid  losing  the  puck  for  his  side,  sacri- 
fices individual  play  for  team-play  and  passes  the  disk  to 
another  man  of  his  side  who  is  "  uncovered."  In  this 
way  one  opponent  after  another  is  thrown  off  and  a 
chance  at  goal  secured.  In  order  to  make  this  combina- 
tion or  team-play  successful  it  is  necessary  that  each 
jjlayer  should  keep  his  relative  position,  as  in  lacrosse. 
That  is,  a  center  should  not  get  out  on  to  the  sides  of  the 
rink  and  an  end  player  should  not  be  drawn  into  the 
center.  There  are  times,  however — exceptions  proving 
the  rule — wdien  in  a  scrimmage  near  the  opponent's  goal 
this  rule  must  of  necessity  be  disregarded.  But  in  such 
a  case  each  player  should  return  to  his  position  as  soon 
as  possible.  In  the  advance  of  the  forwards  it  is  neces- 
sary for  each  one  to  have  his  place  and  keep  it.  It  is  not 
always  possible — often  far  from  advisable — for  a  for- 
ward who  is  attacked  to  look  across  the  rink  to  make  sure 
that  a  certain  player  is  there  before  passing  the  puck.  It 
is  necessary  for  him  to  act  quickly,  and  he  sends  the  puck 
where  the  other  player  ought  to  be.  If  the  latter  is 
playing  the  game  well  and  good,  but  if  he  is  straggling 
toward  the  next  position  or  has  fallen  to  the  rear  the 
advance  is  probably  wasted  and  the  opponent  has  the 
ball.  In  the  same  way,  cover-point,  although  he  may  at 
times  play  the  part  of  a  forward  by  having  his  position 


HOW  TO  PLAY  369 

taken  for  tlie  moment  by  another  player,  has  a  place 
relative  to  the  sides  of  the  rink,  his  own  goal  and  the 
locality  of  the  puck  which  he  must  stick  to.  Cover- 
points  are  often  severe  infringers  of  the  position  law. 
Point  is  less  likely  to  offend  by  adventuring  afield. 
Every  man  should  keep  his  relative  position  so  that  his 
fellow  players  may  without  looking  put  the  puck  to  him 
with  the  certainty  that  he  will  be  there  to  take  it. 

Passing. — When  the  forwards  are  rushing  the  puck 
abreast  one  or  other  of  the  center  men  should  carry  the 
disk  until  cover-point  is  reached.  Cover  is  then  in  a 
quandary,  as  it  is  impossible  for  him  to  know  whether  the 
puck  is  to  be  passed  to  the  right  or  to  the  left.  On  the 
other  hand,  if  one  of  the  ends  has  it  cover  knows  cer- 
tainly where  the  pass  is  to  go,  and  so  covers  center.  The 
puck,  then,  should  be  dribbled  by  a  center  man  until 
cover-point  interferes  and  then  passed  either  to  the  other 
center  or  to  an  end,  as  cover's  position  makes  advisable. 
Past  cover,  point  engages  attention.  If  the  puck  is  with 
an  end  man  a  short  pass  back  to  a  center  should  be  made 
if  possible,  as,  of  course,  the  chance  of  scoring  from  in 
front  of  the  goal  is  greater  than  from  one  side.  If  the 
puck  is  with  a  center  man  the  best  possible  strategy  to 
elude  point — providing  always  the  opponent  allows  it — is 
to  make  a  quick  double  pass ;  for  instance,  if  right  center 
has  the  rubber  he  passes  it  across  to  left  center  while 
point  is  still  too  far  off  to  check  sticks  or  steal  the  disk. 
Point's  attention  is  instantly  transferred  to  left  center, 
who  at  once  passes  back  to  right  center,  who  tries  for 
goal. 


370  ICE  HOCKEY 

When  the  pass  during  a  rush  is  made  from  one  end 
across  to  the  other  the  puck  should  be  sent  swiftly  to  the 
boards  so  that  it  will  carom  back  well  in  front  of  the 
other  player.  This  is  a  surer  and  a  faster  play  than 
merely  sending  the  rubber  as  far  as  the  other  player. 
The  distance  to  be  covered  by  the  puck  in  the  latter  case 
is  about  50  feet,  and  with  passer  and  passee — to  coin  a 
word — skating  at  top  speed  accuracy  is  practically  impos- 
sible. 

In  a  scrimmage  about  the  opponent's  goal,  when  no 
opening  presents  for  a  shoot,  it  is  a  good  plan  for  one  for- 
ward to  drop  back  a  short  distance,  have  the  puck  passed 
to  him  and  try  a  lift  shoot.  Or  cover-point  may  move  up 
and  make  the  play  instead  of  the  fonvard.  With  the 
puck  once  back  of  the  opponent's  goal-line  but  one  for- 
ward should  go  after  it.  The  others  should  take  positions 
where  in  case  the  puck  is  sent  out  to  them  they  will  have 
a  fair  chance  at  the  goal.  For  the  forward  who  goes 
back  of  goal  to  merely  shoot  the  puck  out  in  front  in  the 
hope  that  in  some  way  or  other  one  of  his  side  will  secure 
it  and  put  it  into  the  net  is  poor  policy.  Let  there  be  a 
prearranged  play  for  such  cases,  the  puck  going  to  a 
player  who  by  playing  away  from  goal  a  short  distance 
manages  to  get  himself  uncovered. 

In  scrimmages  in  front  of  goal  off-side  play  is  very 
likely  to  occur,  in  which  case,  if  the  referee  is  doing  his 
part,  play  is  stopped  and  the  puck  is  again  faced.  As 
while  the  rubber  is  in  front  of  goal  you  have  a  chance  to 
score,  whereas  in  case  of  a  face  the  opponent  is  quite  as 


HOW  TO  PLAY  371 

likely  to  gain  possession  as  you  are,  it  is  good  policy  to 
guard  against  off-side  work. 

Kever  pass  the  puck  so  that  it  will  reach  the  player 
at  his  feet.  Put  it  well  in  front  of  him,  so  that  it  will 
not  be  necessary  for  him  to  slow  down  to  get  it.  It  is 
better  to  err  in  passing  too  far  ahead  than  too  far  back, 
for  in  the  former  case  a  spurt  on  the  other  man's  part 
will  probably  get  the  disk,  while  in  the  latter  case  it  is 
likely  to  happen  that  he  will  have  to  stop  'or  turn  and 
skate  back  to  recover  it,  in  which  case,  even  if  he  is  suc- 
cessful, he  has  lost  time  and  the  other  players  are  thrown 
off-side. 

Always  slide  the  puck  in  passing  it  unless,  as  may 
sometimes  happen,  an  opponent's  stick  or  some  other 
obstacle  intervenes  in  the  line  of  flight.  In  this  case  a 
lifted  puck  may  go  over  the  obstacle.  This  rule  does  not 
apply  to  the  defense  when  returning  the  puck  down  the 
rink.  Then  a  lift  is  good  play,  since  it  is  not  in  danger  of 
being  stopped  near  goal. 

Using  the  boards,  or  caroming,  is  a  highly  useful  ac- 
complishment and  should  be  perfected  by  the  wings  espe- 
cially. Caroming  to  elude  an  opponent  is  only  possible 
when  the  puck  is  being  taken  down  the  side  of  the  rink. 
In  such  case  the  puck  is  dribbled  close  to  the  stick  until 
the  opponent  attacks.  It  is  then  lifted  sideways  at  an 
angle  against  the  boards  so  that  it  will  pass  inside  of  the 
opponent  while  you  turn  quickly  and  dodge  him  to  the 
outside,  recovering  the  puck  again  farther  on.  Of  course 
to  always  carom  in  such  a  case  is  a  mistake,  since  your 


372  ICE   HOCKEY 

opponent  is,  naturally,  expecting  it,  and  it  is  therefore 
sometimes  better  to  sweep  the  puck  toward  the  middle 
of  the  rink  and  pass  him  without  a  carom.  In  caroming 
always  lift  the  puck,  since  a  sliding  puck  may  be  more 
easily  stopped  by  stick  or  skate. 

Shooting. — The  hardest  puck  for  a  goal-tender  to 
stop  is  one  which  reaches  him  at  about  the  height  of  his 
knees.  In  this  case  his  stick  is  of  no  use  to  him,  he  can 
not  interpose  his  body  and  it  is  almost  equally  impossible 
for  him  to  use  his  hands.  Lifting  the  puck  is  done  by 
catching  the  edge  of  the  blade  against  the  bottom  of  the 
disk  and  then  twisting  the  blade  upward  and  forward. 
The  motion  is  a  peculiar  one  and  can  be  only  mastered  by 
experiment  and  perfected  by  practise.  At  any  height  a 
lifted  puck  is  harder  to  stop  than  a  sliding  one.  With- 
out the  friction  of  the  ice,  which  after  a  few  minutes  of 
play  becomes  sprinkled  with  snow  as  a  result  of  the  cut- 
ting done  by  the  skates  and  then  presents  added  resist- 
ance to  a  sliding  disk,  the  puck  travels  faster  and  farther, 
and  is  more  difficult  to  judge.  Therefore  whenever  pos- 
sible lift  the  rubber  in  shooting  at  goal.  In  learning  the 
knack  of  lifting  remember  that  it  is  a  knack  and  not 
something  depending  upon  force.  After  you  have  dis- 
covered how  it  is  done  get  arm  and  body  into  it  to  develop 
force. 

A  player  should  be  able  to  shoot  as  well  from  one 
side  as  from  the  other.  This  is  particularly  true  of  the 
centers  and  right  end. 

Do  not  waste  a  try-at-goal  by  shooting  while  too  far 


HOW  TO  PLAY  373 

distant.  And  do  not  attempt  to  shoot  from  an  extreme 
angle  save  when  you  know  the  goal  to  be  unguarded  or 
when  it  is  a  case  of  either  shooting  or  losing  the  puck  to 
the  opponento 

Checking. — Body  checking  consists  of  striking  the 
opponent  with  your  hip  or  shoulder  and  is  a  feature  of 
the  game  borrowed  from  lacrosse.  There  are  two  opin- 
ions as  to  the  wisdom  of  permitting  body  checking.  It 
is  undoubtedly  accountable  for  almost  all  of  the  serious 
injuries  sustained  by  hockey  players.  The  rules,  how- 
ever, permit  it,  under  certain  restrictions,  and  as  long  as 
this  is  so  body  checking  is  a  legal  feature  of  the  game. 
Body  checking  by  forwards,  however,  has  no  excuse.  It 
is  at  once  dangerous  and  unnecessary;  dangerous  because 
of  the  fact  that  the  man  who  is  checking  and  the  man 
who  is  checked  are  each  skating  at  high  speed  and  the 
impact  must  of  necessity  be  violent;  unnecessary  because 
the  forward  who  makes  the  check  sacrifices  more  energy 
than  he  can  afford  to  lose,  and  because  nine  times  out 
of  ten  he  accomplishes  no  more  than  might  be  accom- 
plished by  stick  checking.  In  the  case  of  the  defense, 
however,  body  checking  is  far  less  dangerous  and  really 
accomplishes  an  end  which,  perhaps,  no  'other  means 
could.  In  this  case  the  point  or  the  cover-point  is  prac- 
tically motionless,  or  at  the  most  is  advancing  but  slowly 
up  the  ice,  and  the  impact  is  far  less  severe  than  that 
resulting  from  the  collision  of  two  bodies  moving  rapidly. 
A  defense  man,  because  of  his  greater  inactivity,  has  a 
surplus  of  energy  which  he  may  use  in  body  checking. 


374  ICE  HOCKEY 

When  all  is  said,  however,  body  checking  is  still  a  ques- 
tionable feature  of  the  game,  one  which  is  accountable 
for  most  of  the  roughness  that  mars  an  otherwise  clean, 
Bound  sport  and  one  which  will  probably  in  time  be 
wiped  out. 

The  style  of  body  check  most  effective  is  that  in 
which  the  hip  is  used  to  deliver  a  blow  against  the  oppo- 
nent's hip.  The  hip  is  practically  the  center  of  gravity 
and  a  well-delivered  blow  there  will  usually  put  the  oppo- 
nent off  of  his  balance  and  for  the  moment  out  of  the 
playing.  With  an  opposing  forward  rushing  down  upon 
him  the  point  or  cover-point,  by  skating  slowly  forward 
until  in  the  forward's  path  and  then  "^throwing"  himself 
at  the  opponent,  either  taking  him  with  hip  or  shoulder, 
can  usually  put  his  man  down. 

The  best  position  in  which  to  resist  the  body  check  is 
that  in  which  the  body  assumes  a  well-balanced  crouch- 
ing posture,  with  the  weight  as  near  the  ice  as  possible, 
and  the  upper  body  limber,  so  as  to  offer  the  least  possi- 
ble resistance  to  the  impact. 

A  kind  of  body  checking  which  is  utterly  wrong  is 
that  by  which  one  player  "  bodies  "  another  against  the 
side  of  the  rfnk  or  the  boards.  More  often  than  not  this 
is  an  infringement  of  the  rule  which  prohibits  charging 
from  the  rear  and  as  such  should  be  severely  dealt  with 
by  the  referee. 

Stick-checking  is  a  perfectly  legitimate  feature.  It 
consists  of  knocking,  pushing  or  holding  aside  an  oppo- 
nent's stick.    However  you  do  It,  '*  make  it  good." 


CHAPTER   III 

THE  POSITIONS 
The  Forwards 

The  forwards  are  players  whose  duties  are  so  nearly 
alike  that  their  positions  may  very  well  be  treated 
together  instead  of  singly.  It  should  always  be  possible 
— although  it  is  seldom  practicable — for  any  forsvard  to 
exchange  positions  with  any  other  forward.  But  this 
should  be  done  only  when  the  lack  of  a  satisfactory  man 
among  the  substitutes  to  take  the  place  of  a  disabled  or 
absent  player  makes  a  change  in  the  line  positions  advi- 
sable. 

In  placing  the  forwards  see  that  the  surest  goal-shoot- 
ers occupy  the  center  positions  and  the  hardest  and  fastest 
skaters  the  wings.  The  centers  are  the  men  who,  in  the 
natural  order  of  things,  have  the  bulk  of  the  shooting  to 
do;  the  ends  are  the  players  who  are  not  only  required 
to  skate  over  more  territory,  but,  for  the  reason  that  they 
are  each  unsupported  on  one  side,  are  more  often  attacked 
by  opposing  forwards  and  must  rush  fast  and  fiercely  to 
keep  the  puck.  The  wing  men  should  not  only  be  able  to 
skate  fast  but  should  be  thoroiighly  at  home  on  their 
blades ;  able  to  spring  forward  from  a  motionless  position, 

to  stop  as  quickly,  to  dodge  sharply  and  to  get  over  rotten 

375 


376  ICE  HOCKEY 

ice — such  as  frequently  lies  along  the  boards  on  the 
sunny  side  of  an  outdoor  rink — on  the  points  of  their 
skates. 

A  wing  man  can  help  his  stick  work  vastly  by  a  clever 
use  of  his  feet  when  attacked  along  the  boards.  The 
rules  prohibit  kicking  or  in  any  way  advancing  the  puck 
with  the  foot  or  skate,  but  they  do  not  prohibit  using  the 
skate  to  stop  the  puck  or  to  hold  it.  When  a  player  at 
the  boards  finds  himself  in  danger  of  losing  the  puck 
during  a  scrimmage,  his  stick  being  checked  by  the  oppo- 
nent so  that  he  can  not  make  use  of  it,  it  is  often  possible 
for  him  to  pocket  the  puck  with  his  skates  until  a  player 
of  his  side  comes  to  his  assistance. 

Weight  is  of  course  an  advantage  to  a  forward,  but 
other  qualities  should  not  be  sacrificed  to  weight  alone 
when  the  men  for  the  forward  positions  are  chosen.  Sci- 
ence, cool  judgment,  speed  and  physical  endurance  are 
the  more  important  requisites,  and  the  sight  of  a  small, 
"  brainy  "  forward  playing  all  around  a  larger  and  heav- 
ier man  is  not  infrequent.  In  meeting  a  body  check  by 
a  cover-point  or  point  the  forward  should  push  the  puck 
to  one  side  where  it  will  be  handy  to  his  stick  in  case  he 
succeeds  in  avoiding  or  recovering  quickly  from  the 
check.  He  should  skate  low  and  hard,  limbering  the 
upper  part  of  his  body  so  that  it  will  give  to  the  impact 
of  the  blow.  Forwards  should,  when  the  goal  is  neared, 
be  careful  to  keep  their  relative  positions  and  not  bunch 
up  about  the  rubber.  Close  interference  or,  to  use  a 
football  phrase,  mass-plays  about  the  goal  are  often  sue- 


THE  POSITIONS  377 

CGssful  against  a  lighter  team  but  are  scarcely  good 
hockey.  These  plays  are  designed  to  keep  the  opponents 
away  from  the  puck  by  forming  closely  about  it  and  then 
reaching  the  goal  by  brute  force.  If  such  tactics  were 
logically  developed  the  open  work  of  the  present-day 
game  would  disappear  and  we  would  see  six  players 
charging  down  the  rink  in  wedge  or  some  similar  forma- 
tion only  to  be  met  midway  by  an  opposing  mass  and  a 
grand  meUe  precipitated.  Science  would  give  way  to 
beef  and  brawn  and  instead  of  the  graceful  exhibition 
of  to-day  we  should  have  a  gladiatorial  mix-up  resem- 
bling hockey  to  about  the  same  extent  that  a  sewing-bee 
resembles  a  prize-fight.  Undoubtedly,  however,  a  change 
in  rules  will  make  its  appearance  before  that  pass  is 
reached. 

A  forward's  dress  should  be  as  light  as  the  weather 
w^ill  permit  and  his  skates  should  be  as  light  as  is  consist- 
ent with  strength.  Having  once  found  a  style  of  stick 
which  suits  him  he  should  either  lay  in  a  supply  of  that 
sort  or  observe  it  so  carefully  that  he  will  be  able  to  dupli- 
cate it  when  necessary. 

Cover-Point 

The  cover-point  is  a  member  of  the  defense,  but  at 
times  he  is  called  upon  to  take  part  in  offensive  work. 
His  position  is  practically  half-way  between  goal  and 
the  center  of  the  rink,  but  his  territory  extends  from 
barrier  to  barrier  across  the  rink  and  from  his  own  goal 


378  ICE  HOCKEY      , 

to  the  opponent's,  but  never  back  of  it.  The  occasions, 
however,  when  the  cover  is  entitled  to  take  the  puck  up 
to  the  opponent's  goal  are  very  few.  Ordinarily  he 
should  feed  to  a  forward,  but  it  sometimes  happens  that 
the  puck  comes  into  his  position  when  a  safe  pass  is 
impossible  and  a  rush  feasible.  In  that  case  his  position 
should  be  at  once  covered  by  one  of  the  forwards,  and  as 
soon  as  the  goal  has  been  tried  or  his  usefulness  near  goal 
ends  cover  should  at  once  regain  his  place.  In  the  sec- 
ond half,  when  the  opposing  forwards  show  signs  of 
weakening,  the  cover  may  increase  his  offensive  work 
greatly  since  in  such  a  case  the  play  is  bound  to  be  largely 
in  the  opponent's  territory  and  it  is  wise  policy  to  sacri- 
fice defensive  strength  for  aggression. 

When  the  puck  is  near  the  opponent's  goal  cover 
should  go  forward  to  a  position  near  the  center  of  the 
rink  so  as  to  be  able  to  quickly  return  the  puck  if  it  comes 
back  to  him.  When  the  occasion  presents  itself  for  a 
try-at-goal  he  should  seize  it  at  once,  being  careful,  how- 
ever, not  to  let  his  ambition  to  shine  as  a  scorer  mislead 
his  judgment.  With  the  puck  in  his  own  territory  cov- 
er's place  is  near  his  own  goal  when  once  the  rush  has 
passed  him.  He  should  never  pass  the  puck  in  front  of 
his  own  goal.  Having  got  possession  of  it  there  his  play 
is  to  either  send  it  to  one  side  of  the  rink  and  at  a  safe 
distance  away  or  skate  toward  opponent's  goal  and  only 
pass  it  when  it  can  be  done  with  certainty. 

Remember  that  when  a  forward  is  skating  down  upon 
you  he  will  try  first  to  save  the  puck.    So  watch  the  puck 


THE  POSITION'S  379 

and  not  the  man.  If  he  sends  the  puck  aside  in  order  to 
find  it  again  after  meeting  you,  swing  out  of  his  path  and 
go  after  the  puck.  Otherwise  watch  his  legs  and  feet. 
J^ever  mind  where  his  upper  body  swings;  he  can't  go 
far  without  his  feet.  When  they  turn,  turn  with  them. 
When  you  check,  check  hard ;  a  half  check  is  worse  than 
useless. 

In  returning  the  puck  to  his  forwards  when  the  latter 
are  near  the  opponent's  goal  cover  should,  unless  he  is 
playing  well  into  opponent's  territory,  lift  the  disk  back; 
a  lift  is  harder  for  the  opponent  to  stop  than  a  slide  and 
as  soon  as  he  has  stopped  it  it  is  fair  game  for  the  oppos- 
ing forwards. 

In  stopping  a  lifted  puck  cover  should  always  use  his 
hand  and  never  rely  upon  stopping  it  with  his  stick. 
Cover's  stick  should  be  heavy  and  the  blade  should  be 
thin  enough  at  the  sole  to  enable  him  to  lift  readily.  He 
may  dress  a  trifle  heavier  than  the  fonvards. 

Point 

Point  is  entirely  a  defensive  position.  The  player's 
territory  is  limited  strictly  to  the  immediate  neighbor- 
hood of  his  goal.  He  should  never  adventure  farther 
afield  than  cover's  position.  Point  and  cover  should 
work  together  like  two  cog-wheels  and  point  and  goal 
should  work  together  like  two  more.  Team-play  in  the 
defense  is  highly  necessary  and  is  capable  of  being  devel- 
oped to  a  high  state  of  efficiency.    Point  should  always 


380  ICE  HOCKEY       . 

take  a  position  relative  to  cover  where  he  can  watch  the 
play  in  opponent's  territory.  If  cover  stands  to  the  left 
of  a  line  running  lengthwise  through  the  center  of  the 
rink  from  end  to  end,  point  should  take  his  stand  to  the 
right  of  that  line.  And  such  positions  should  be  main- 
tained relatively  during  an  attack  since  it  is  harder  for 
a  forward  to  dodge  two  men  standing  apart  than  two 
men  one  behind  another.  In  an  attack  cover's  duty  is 
to  block  or  check  the  man  with  the  puck  while  point 
should  put  every  effort  into  intercepting  the  pass.  In 
other  words,  cover  plays  for  the  man  and  point  for  the 
puck. 

When  the  puck  goes  back  of  or  to  one  side  of  the  net 
in  a  scrimmage  point  may  go  after  it,  in  which  case  cover 
plays  nearer  to  goal.  But  both  point  and  cover  should 
never  leave  their  positions  at  the  same  time.  If  possible 
point  should  leave  all  back  of  goal  work  to  a  forward.  If, 
as  sometimes  happens,  goal  leaves  the  net  for  an  instant 
point  should  instantly  slip  into  his  position  and  stay  there 
until  goal  has  fully  regained  it. 

In  the  face  of  a  combined  attack  by  all  the  opposing 
forwards  both  cover  and  point  should  fall  back  nearer 
goal,  trusting  rather  to  spoiling  a  shoot  than  to  gaining 
possession  of  the  puck,  until  their  own  forwards  come  to 
their  support. 

Goal 

Goal-tender  holds  what  is  probably  the  most  respon- 
sible position  on  the  team.    When  he  fails  in  his  endeav- 


THE  POSITIOKS  S81 

ors  it  means  that  the  opponent  has  scored  a  point,  while 
other  members  of  his  side  may  fail  repeatedly  with  re- 
sults comparatively  unimportant  or,  at  least,  far  less  de- 
cisive. Goal,  then,  should  be  chosen  for  coolness,  pluck, 
quickness  and  knowledge  of  the  game.  Physical  quali- 
ties count  for  less  in  the  goal  than  in  any  other  player, 
although  the  larger  he  is  the  more  space  he  fills  at  the 
net  and  the  less  undefended  place  remains.  Quickness 
is  an  important  essential,  and  by  quickness  is  meant 
quickness  of  mind,  of  eye  and  of  body.  He  must  be 
quick  to  see  a  shoot  at  goal,  quick  to  judge  the  puck  and 
quick  to  put  himself  into  position  to  stop  it.  He  need 
not  be  a  more  than  average  good  skater  or  an  expert 
stick-handler.  He  should  use  well-padded  leg-guards 
and  have  thighs  and  elbows  thoroughly  protected.  It  is 
well  to  remember  that  the  more  padding  a  goal  wears  the 
greater  his  bulk  is  and  the  harder  it  is  to  put  the  puck 
by  him. 

A  goal  should  not  attempt  stops  with  his  stick  alone, 
but  should  use  that  implement  chiefly  to  play  the  puck 
away  after  a  stop.  A  goal  who  has  had  baseball  exj^eri- 
ence  will  be  able  to  judge  a  lifted  puck  accurately  and 
so  stop  with  his  hands  many  a  high  shoot  that  might 
otherwise  score  for  the  opponent.  As  has  been  already 
said,  the  hardest  puck  to  stop  is  one  coming  at  goal  about 
knee-high.  The  hands  and  upper  part  of  the  body  can 
not  be  brought  into  use  and  the  goal-tender  must  depend 
on  his  legs  alone.     AVith  generous  leg-guards — and  so 

far  the  rules  have  not  limited  the  size  of  these  articles — 

25 


382  ICE  HOCKEY      . 

the  goal  can,  however,  by  bringing  both  legs  together 
and  turning  sideways,  present  quite  a  respectable  sur- 
face. But  goal  does  not  always  have  time  to  get  into 
position  for  shoots  of  this  sort  and  quick  passes  in  front 
of  goal  followed  by  sharp  lifts  frequently  score.  Keep- 
ing his  eyes  on  the  puck  every  instant  is  the  goal's  only 
salvation. 

A  high  shoot  is  more  easily  stopped  than  a  low  one; 
consequently  when  there  is  a  scrimmage  near  goal  goal- 
tender  should  take  a  crouching  position  in  order  to  put 
as  much  of  his  bulk  as  possible  near  the  ice,  being  care- 
ful, however,  not  to  infringe  the  rule  prohibiting  lying, 
kneeling  or  sitting.  With  the  puck  in  play  at  one  side 
he  should  take  a  position  with  one  knee  steadying  against 
the  goal-post  at  that  side.  When  the  play  is  in  front  he 
should  occupy  the  middle  of  the  goal,  being  careful  to 
favor  neither  side. 

There  is  but  one  rule  regarding  a  goal-tender's  right 
to  leave  goal ;  do  so  only  when  the  play  is  absolutely  sure. 
It  sometimes  happens  that  he  can  reach  the  puck  before 
an  opponent  when  none  of  his  own  side  are  at  hand.  In 
such  a  case  to  leave  goal  is  allowable.  But  skating  out 
to  meet  one  forward,  even  if  he  keeps  between  the  for- 
ward and  the  goal,  is  the  riskiest  sort  of  business  and  is 
indulged  in  principally  by  goals  who  are  momentarily 
unnerved.  Goal  should  never  go  back  of  goal  for  a  puck 
unless  the  play  is  well  at  the  other  end  of  the  rink.  His 
place  is  in  front  of  the  net. 

Goal  should  dress  warmly,  wear  large  well-padded 


THE  POSITIONS  383 

gloves  and  use  a  short-hafted,  broad-bladed  stick.  His 
skates  should  be  long  enough  in  the  blade  to  aid  as  much 
as  possible  in  stopping  slides  and  need  not  be  sharply 
ground,  since  they  are  used  to  stand  on  rather  than  to 
skate  on. 


384  ICE  HOCKEY  - 

ICE  HOCKEY  EECOEDS 

SEASON  OF  1903-04 

INTERCOLLEGIATE   HOCKEY  LEAGUE 

January     9 — Princeton,  1 ;  Brown,  0. 

January  16 — Yale,  5;   Columbia,  3. 

January  23 — Harvard  won  from  Princeton  by  default. 

January  27 — Yale,  10;  Brown,  0. 

January  30 — Harvard,  2;  Columbia,  0. 

February     3 — Harvard,  7 ;  Brown,  0. 

February     6 — Columbia,  3;  Brown,  0. 

February  13 — Columbia,  2;  Princeton,  1. 

February  17 — Yale,  4;  Princeton,  3. 

February  20 — Harvard,  5;  Yale,  2. 

February  27 — Harvard,  4;  Yale,  3. 

Intercollegiate  championships  have  been  won  as  follows :  1899- 
1900,  1900-'01,  and  1901-'02,  by  Yale;  1902-'03,  and  1903-'04,  by 
Harvard. 

American  Hockey  League  championships  have  been  won  as 
follows:  1896-'97  and  1897-'98,  by  New  York  Athletic  Club; 
1898-'99,  by  Brooklyn  Skating  Club;  1899-1900,  1900-'01, 
1901-'02,  and  1902-'03,  by  Crescent  Athletic  Club. 


ADDITIONAL  EECOKDS 


OF  THE 

VNIVERSITY 


or 


l\h- 


ICE  HOCKEY  KULES  387 


ICE  HOCKEY  EULES 

(By  permission  of  the  American  Sports  Publishing  Company,  owner  of  the 
Copyright.) 

Section  1.  A  team  shall  be  composed  of  seven  players  who 
shall  be  bona  fide  members  of  the  clubs  they  represent.  No  player 
shall  be  allowed  to  play  on  more  than  one  team  in  the  same  series 
during  the  season. 

Sec.  2.  The  game  shall  be  commenced  and  renewed  by  a  face 
in  the  center  of  the  rink.  Rink  must  be  at  least  112  feet  by  58 
feet.    Nets  shall  be  6  feet  wide  and  4  feet  high. 

DEFINITION   OF   A   FACE 

The  puck  shall  be  faced  by  being  placed  between  the  sticks  of 
two  opponents  and  the  referee  then  calling  "  play." 

The  goals  shall  be  placed  at  least  ten  feet  from  the  edge  of 
the  ice. 

Sec.  3.  Two  twenty-minute  halves,  with  an  intermission  of 
ten  minutes  between,  will  be  the  time  allowed  for  matches;  but 
no  stops  of  more  than  five  minutes  shall  be  allowed.  A  match 
will  be  decided  by  the  team  winning  the  greatest  number  of 
games  during  that  time.  In  case  of  a  tie  after  playing  the  speci- 
fied two  twenty-minute  halves,  play  will  continue  until  one  side 
secures  a  game,  unless  otherwise  agreed  upon  between  the  cap- 
tains before  a  match.     Goals  shall  be  changed  after  each  half. 

Sec.  4.  No  change  of  players  shall  be  made  after  a  match  has 
commenced,  except  for  reasons  of  accidents  or  injuries  during  the 
game. 

Sec,  5.  Should  any  player  be  injured  during  the  first  half  of 
the  match  and  compelled  to  leave  the  ice,  his  side  shall  be  al- 
lowed to  put  on  a  spare  man  from  the  reserve  to  equalize  the 
teams;  should  any  player  be  injured  during  the  second  half  of 
the  match,  the  captain  of  the  opposing  team  shall  have  the  option 
of  dropping  a  player  to  equalize  the  teams  or  allow  his  oppo- 


388  ICE  HOCKEY      ^ 

nents  to  put  on  a  man  from  the  reserve.  In  the  event  of  any 
dispute  between  the  captains  as  to  the  injured  player's  fitness 
to  continue  the  game,  the  matter  shall  at  once  be  decided  by  the 
referee. 

Sec.  6.  Should  the  game  be  temporarily  stopped  by  the  in- 
fringement of  any  of  the  rules,  the  captain  of  the  opposing  team 
may  claim  that  the  puck  be  taken  back  and  a  "  face  "  take  place 
where  it  last  was  played  from  before  such  infringement  occurred. 

Sec.  7.  When  a  player  hits  the  puck,  any  one  of  the  same  side, 
who  at  such  moment  of  hitting  is  nearer  the  opponent's  goal-line 
is  out  of  play,  and  may  not  touch  the  puck  himself  or  in  any 
way  whatever  prevent  any  other  player  from  doing  so,  until  the 
puck  has  been  played.  A  player  should  always  be  on  his  own 
side  of  the  puck. 

Sec.  8.  The  puck  may  be  stopped,  but  not  carried  or  knocked 
on,  by  any  part  of  the  body,  nor  shall  any  player  close  his  hand 
on,  or  carry  the  puck  to  the  ice  in  his  hand.  No  player  shall  raise 
the  stick  above  his  shoulder,  except  in  lifting  the  puck.  Charg- 
ing from  behind,  tripping,  collaring,  kicking  or  shinning  shall 
not  be  allowed,  and  for  any  infringement  of  these  rules,  the 
referee  may  rule  the  offending  player  off  the  ice  for  that  match 
or  for  such  portion  of  actual  playing  time  as  he  may  see  fit. 

Sec  9.  When  the  puck  goes  off  the  ice  or  a  foul  occurs 
behind  the  goals,  it  shall  be  taken  by  the  referee  to  five  yards  at 
right  angles  from  the  goal-line  and  there  faced.  When  the  puck 
goes  off  the  ice  at  the  sides,  it  shall  be  taken  by  the  referee  to 
five  yards  at  right  angles  from  the  boundary-line  and  there  faced. 

Sec.  10.  The  goal-keeper  must  not,  during  the  play,  lie,  kneel 
or  sit  upon  the  ice,  but  must  maintain  a  standing  position. 

Sec.  11.  A  goal  shall  be  scored  when  the  puck  shall  have 
passed  between  the  goal -posts  from  in  front. 

Sec.  12.  Hockey-sticks  shall  not  be  more  than  three  inches 
wide  at  any  part. 

Sec.  13.  The  puck  must  be  made  of  rubber,  one  inch  thick  all 
through  and  three  inches  in  diameter. 

Sec.  14.  The  captains  of  the  contesting  teams  shall  agree  upon 
a  referee,  two  umpires    (one  to  be  stationed  behind  each  goal. 


ICE  HOCKEY  EULES  389 

which  positions  shall  not  be  changed  during  a  match)  and  two 
time-keepers.  In  the  event  of  the  captains  failing  to  agree  on 
umpires  and  time-keepers,  the  referee  shall  appoint  same. 

Sec.  15.  All  disputes  during  the  match  shall  be  decided  by 
the  referee,  and  he  shall  have  full  control  of  all  players  and  offi- 
cials from  commencement  to  finish  of  matches,  inclusive  of  stops, 
arid  his  decision  shall  be  final. 

Sec.  16.  All  questions  as  to  games  shall  be  settled  by  the 
umpires,  and  their  decision  shall  be  final. 

Sec.  17.  In  the  event  of  any  dispute  as  to  the  decision  of  an 
umpire  or  time-keeper,  the  referee  shall  have  the  power  to  remove 
and  replace  him. 

Sec.  18.  Any  player  guilty  of  using  profane  or  abusive  lan- 
guage to  any  official  or  other  players  shall  be  liable  to  be  ruled 
oS  by  the  referee  as  per  Section  8. 

Sec.  19.  a  goal-net  shall  be  used. 

CHAMPIONSHIP     BULES      AS     ADOPTED     BY     THE     AMATEUB     HOCKEY 
LEAGUE   OF    NEW   YORK 

Section  1.  The  season  shall  be  from  the  15th  of  December 
to  the  15th  of  March,  both  days  inclusive. 

Sec.  2.  The  championship  shall  be  decided  by  a  series  of 
games,  a  schedule  of  which  shall  be  drawn  up  by  one  delegate 
from  each  club  at  the  annual  convention.  The  club  winning  the 
most  matches  shall  be  declared  champion. 

Sec.  3.  All  championship  matches  shall  be  played  on  rinks 
arranged  for  by  the  home  club,  subject  to  the  jurisdiction  of  the 
League. 

Sec.  4.  The  League  shall  offer  a  championship  trophy,  the 
winning  club  to  hold  same  and  be  recognized  as  champions  of 
the  United  States.  The  trophy  shall  be  delivered  to  the  winning 
club  within  seven  days  after  the  close  of  the  season. 

Sec.  5.  Any  club  holding  the  championship  for  three  years  in 
succession  shall  become  absolute  owners  of  the  championship 
trophy. 

Sec.  6.  Any  team  making  default  shall  forfeit  its  right  to 
compete  for  the  championship  for  that  season,  and  be  liable  to  a 


390  ICE  HOCKEY 

fine  of  $100  unless  good  reasons  can  be  given  for  defaulting.  All 
matches  played  by  defaulting  teams  shall  be  counted  and  future 
matches  be  awarded  to  opposing  teams. 

Sec.  7.  In  the  event  of  any  two  clubs  failing  to  agree  upon  a 
referee  four  days  before  the  match,  the  Governing  Committee 
shall  appoint  a  referee  on  receiving  notice  from  either  club  that 
an  agreement  is  impossible. 

Sec.  8.  It  shall  be  the  duty  of  the  captains  of  the  contesting 
teams  to  hand  to  the  referee  the  names  of  the  players,  for  each 
match,  previous  to  the  start,  on  forms  supplied  by  the  Secretary 
of  the  League.  The  referee  shall  then  fill  in  the  date  of  the 
match,  names  of  contesting  clubs,  the  score  at  the  finish,  with 
names  of  umpires  and  time-keepers,  the  whole  duly  signed  by 
himself  and  forwarded  to  the  Secretary  of  the  League. 

Sec.  9.  A  player  must  be  a  bona  fide  member  of  the  club  he 
represents  at  least  thirty  (30)  days  before  he  is  eligible  to  com- 
pete in  championship  games.  No  player  shall  play  in  an  Ama- 
teur Hockey  League  scheduled  game  who,  during  the  then  cur- 
rent season,  has  played  with  another  club  in  a  recognized  Hockey 
Association,  without  special  permission  of  the  Executive. 


LAWN  TENNIS 


) 


CHAPTER   I 
THE  GAME  AND  HOW  IT  IS  PLAYED 

A  Brief  History  of  Lawn  Tennis 

In  its  present  form  lawn  tennis  is  a  game  of  recent 
origin,  dating  back,  as  it  does,  only  to  1874.  But  in 
the  middle  ages  the  French  and  Italian  courts  played 
a  game  containing  the  essential  points  of  modern  ten- 
nis. Major  Wingfield,  a  British  army  officer,  gave  the 
present  game  to  the  world  in  1874,  devising  a  court 
which  was  60  feet  in  length,  30  feet  broad  at  the  base 
lines  and  20  feet  across  at  the  center,  and  whicH  pre- 
sented the  appearance  of  a  stout-waisted  hour-glass. 
The  game  was  taken  up  by  a  few  persons  and  the  fol- 
lowing year  the  Marylebone  Cricket  Club  adopted  it, 
a  committee  being  appointed  to  formulate  rules. 
Changes  were  made  in  the  dimensions  of  the  court,  but 
the  hour-glass  form  was  retained.  The  game  gained 
friends  so  rapidly  that  in  1877  the  first  All-England 
championship  tournament  was  held  at  Wimbledon.  In 
1888  the  English  Lawn  Tennis  Association  was  formed 
and  has  continued  up  to  the  present.  This  association 
assumed  an  authority  which  has  never  been  questioned, 
and  is  responsible  for  the  rules  governing  the  game 
to-day. 


394  LAWN  TENNIS     ^ 

Lawn  tennis  in  America,  strange  to  say,  dates  back 
to  the  same  year  as  does  the  English  game.  In  1874 
it  was  seen  in  England  by  a  visiting  Bostonian  and  by 
him  was  brought  to  this  country  and  first  played  on  this 
side  of  the  water  at  Nahant,  Mass.  As  in  England,  its 
success  was  instantaneous,  and  by  the  following  summer 
hundreds  were  playing  it.  Courts  appeared  in  Boston, 
New  York,  Philadelphia  and  Newport.  It  was  not 
until  six  years  afterward,  however,  that  the  present 
United  States  National  Lawn  Tennis  Association  was 
formed  in  New  York  and  uniform  rules  were  adopted. 
The  annual  championship  tournaments  at  Newport 
had  their  inception  at  the  first  meeting  of  the  jisso- 
ciation. 

The  early  American  champions  were  James 
Dwight  and  Richard  D.  Sears,  of  Boston.  Sears  main- 
tained his  position  at  the  head  of  the  ranking  list  for 
seven  years,  giving  way  at  last  by  default  to  H.  W. 
Slocum  at  Newport  in  1888.  Slocum  reigned  two  years 
and  was  followed  by  O.  S.  Campbell,  who  held  the  cham- 
pionship in  1890,  1891  and  1892.  From  that  time  to 
the  present  the  championship  has  been  the  property  re- 
spectively of  R.  D.  Wrenn,  F.  H.  Ilovey,  M.  D.  Whit- 
man and  W.  A.  Larned.  In  1894  Wrenn  met  and  de- 
feated M.  F.  Goodbody  of  Ireland,  after  the  latter  had 
successfully  encountered  F.  H.  Ilovey,  C.  Hobart  and 
W.  A.  Larned.  Again,  in  1897,  Wrenn  was  called  upon 
to  protect  the  American  claim  to  supremacy  and  did  so 
successfully  by  defeating  W.  V.  Eaves. 


THE  GAME  AKD  HOW  IT  IS  PLAYED  395 

The  International  Challenge  Cup  was  put  up  by 
D.  E.  Davis  in  1900  and  a  trio  of  challengers  appeared 
from  England  in  the  persons  of  A.  W.  Gore,  E.  D. 
Black  and  H.  R.  Barrett.     They  were  easily  defeated. 

The  Waterloo  of  our  players  came  in  1903  when 
the  Davis  Challenge  Cup  as  well  as  the  American  sin- 
gles and  doubles  national  championships  were  captured 
by  the  Doherty  brothers,  of  England,  whose  form  was 
so  much  better  in  almost  all  departments  of  the  game 
as  to  be  a  revelation  of  the  possibilities  of  tennis  to  fol- 
lowers of  the  game  on  this  side  of  the  water. 

Lawn  tennis  in  this  country  has  had  its  "  boom 
days  "  and  has  now  settled  down  to  a  condition  of  natu- 
ral and  healthy  prosperity.  The  game  as  a  fad  has 
passed,  but  the  game  as  a  sport  remains  and  finds  new 
devotees  each  year. 

How  the  Game  is  Played 

The  court,  as  the  playing  territory  is  called,  may 
be  marked  out  on  a  lawn,  on  dirt,  on  asphalt,  on  con- 
crete or  on  boards,  the  chief  essential  being  a  level  sur- 
face. The  best  outdoor  court  is  that  made  on  a  firmly 
packed  soil  composed  of  sand  and  clay.  The  dimen- 
sions are,  length,  78  feet,  width,  36  feet.  This  width 
is  for  a  double  court;  for  a  single  court  the  width  is 
27  feet.  The  court  is  marked  out  with  white  lines  of 
lime  or  of  cotton  tape.  A  net  3  feet  in  height  crosses 
the   court   in   the   center.      Beside   the   boundary-lines 


396  law:n^  tenuis    ^ 

other  lines  divide  the  playing  space  as  shown  in  Dia- 
gram O.     (See  Eules.) 

The  implements  are  a  racket  and  one  or  more  felt- 
covered  hollow  rubber  balls  filled  with  compressed  air. 
The  racket  consists  of  an  oval  spoon,  filled  in  with  a  net- 
work of  catgut,  to  which  a  handle  some  15  inches  in 
length  is  attached.     The  ball  is  2  J  inches  in  diameter. 

The  game  may  be  played  by  two,  three,  or  four  per- 
sons. When  two  play  the  game  is  called  singles  and  the 
single  court  is  used.  When  three  persons  play  the  game 
is  said  to  be  three-handed,  and  when  four  persons  play 
the  game  is  called  doubles.  With  more  than  two  per- 
sons participating  the  double  court  is  used. 

The  object  of  the  game  is,  briefly,  to  knock  the 
ball  with  the  racket  over  the  net  into  the  opponent's 
court  in  such  a  manner  that  he  can  not  return  it.  The 
players  take  positions  on  opposite  sides  of  the  net.  The 
man  first  playing  the  ball  is  called  the  server.  Standing 
behind  his  base-line  to  the  right  of  the  center  line  he 
tosses  the  ball  into  the  air  and  hits  it  with  his  racket 
as  it  descends,  sending  it  across  the  net  on  the  fly  and 
into  the  opponent's  right-hand  service  court,  that  is,  in 
a  slightly  diagonal  direction.  The  opponent,  who  is 
called  the  striker-out,  w^aits  for  the  ball  to  bound  and 
then  returns  it  to  the  server,  who  tries  to  again  put  it 
into  the  striker-out's  court. 

After  the  service  has  been  returned  either  player  has 
the  choice  of  hitting  the  ball  in  the  air  (volleying)  or 
on  the  first  bound.    The  service  must  be  made  into  the 


OF  THE     ^ 

or 


THE  GAME  AND  HOW  IT   IS  PLAYED   397 

striker-6ut's  right  or  left-service  court,  as  the  case  may 
be,  but  after  that  the  ball  may  be  played  anywhere 
inside  the  boundaries.  The  server  has  two  chances  on 
each  point — that  is,  if  the  first  serve  does  not  go  into  the 
right  court  it  is  called  a  fault  and  he  may  serve  again. 
Two  failures  constitute  a  double  fault  and  the  server 
loses  a  point  to  his  opponent.  If  the  ball  is  served  fairly 
and  the  striker-out  fails  to  return  it  on  the  bound  the 
point  goes  to  the  server.  If  the  striker-out  returns  the 
service  the  server  then  tries  to  play  it  back  to  him,  and 
the  opponents  alternately  strike  the  ball  back  and  forth 
until  one  or  the  other  fails,  the  point  then  being  scored 
against  the  player  so  failing. 

ScoRmG. — The  first  point  won  is  called  15.  If  A, 
who  is  serving,  wins  the  first  stroke  the  score  stands  15 — 
love  (written  15 — 0).  If  B  wins  the  second  stroke  the 
score  becomes  15  all.  If  A  wins  the  third  stroke  the 
Bcore  becomes  30 — 15.  If  B  wins  the  fourth  stroke  the 
score  becomes  30  all.  If  A  wins  the  fifth  stroke  the 
score  becomes  40 — 30.  If  A  wins  the  sixth  stroke  the 
score  becomes  50 — 30.  Fifty  is  game  and  A  conse- 
quently wins. 

A  Deuce  Game. — If  when  A  leads  at  40 — 30,  B 
captures  the  next  stroke  the  score  becomes  40  all,  but 
is  called  deuce.  It  is  now  necessary  for  a  player  to  win 
two  successive  strokes  in  order  to  win  the  game.  If  A 
makes  the  next  stroke  the  score  becomes  vantage  in; 
if  B  makes  it  the  score  is  vantage  out.  With  vantage 
in  his  favor  either  player  may  win  the  game  by  captur- 


308  LAWK  TEXKIS 

ing  the  next  stroke.  If  he  does  not  the  score  is  again 
deuce. 

A  Deuce  Set. — The  same  idea  is  also  applied  to 
games,  in  this  manner:  Ordinarily  the  player  first  win- 
ning six  games  wins  the  set,  but  when  each  player  has 
earned  five  games  the  score  becomes  games  all  or  deuce 
and  it  is  necessary  for  a  player  to  win  the  next  2  games 
in  order  to  win  the  set.  If  when  the  score  is  games  all 
(5  all)  A  wins  the  next  game  (6 — 5)  and  B  wins  the 
next  (6  all)  the  score  again  becomes  games  all.  If  A  wins 
the  next  tw^o  games  he  captures  the  set,  8 — 6.  Play- 
ers may,  however,  dispense  with  the  vantage  feature  by 
mutual  agreement.  The  best  two  sets  out  of  three  usu- 
ally constitute  a  match;  in  championship  meetings, 
however,  a  match  sometimes  consists  of  three  sets  out 
of  five. 

The  opponents  change  courts  after  each  set,  save  in 
championship  meetings,  when  in  the  concluding  set  they 
change  after  the  first,  third  and  each  subsequent  alter- 
nate game. 


CHAPTEE   II 

USING  THE  RACKET 

The  first  thing  for  the  beginner  is  to  accustom  him- 
self to  the  nse  of  the  implements.  He  should  learn  how 
to  hold  and  swing  the  racket  and  discover  by  experi- 
ence how  hard  it  is  necessary  to  hit  the  ball  in  order  to 
send  it  a  certain  distance.  If  the  beginner  can  find  a 
high  wall  or  side  of  a  building  against  which  he  can 
hit  the  ball  from  different  distances  it  will  be  an  aid 
to  him. 

The  choice  of  a  racket  should  be  left  to  some  one 
who  has  played  the  game.  The  principal  things  to 
consider  are  weight  and  balance,  providing  you  are  pur- 
chasing from  a  reputable  house.  For  the  ordinary 
player  the  racket  should  weigh  not  less  than  13  nor 
more  than  14J  ounces.  Fast  work  without  plenty  of 
weight  in  the  racket  is  impossible,  while  too  much  weight 
will  tire  the  wrist.  Find  a  racket  which  feels  right  and 
which  swings  comfortably.  Details  of  manufacture 
need  not  trouble  you  so  long  as  you  are  buying  from  a 
house  with  a  reputation  for  honest  goods  and  fair  treat- 
ment. 

Rackets  vary  greatly  in  price.  Practical  rackets  may 
be  bought  for  as  little  as  two  dollars,  while  the  finest 
cost  as  high  as  eight.  A  good  serviceable  racket  may 
26  399 


400  LAWN  TENNIS       * 

be  had  for  four  dollars.  There  are  several  brands  of 
balls  any  of  which  are  satisfactory  so  long  as  they  are 
new;  never  purchase  a  last  season's  ball,  since  rubber 
very  quickly  loses  its  life.  A  ball,  irrespective  of  maker, 
which  sells  for  four  dollars  a  dozen  will  be  found  gen- 
erally satisfactory. 

How  TO  Hold  the  Racket. — No  matter  whether 
you  are  serving  or  returning  the  serve,  no  matter  what 
kind  of  a  stroke  you  are  making,  always  hold  the  racket 
firmly.  A  loose  grip  on  the  handle  is  a  fault  which,  once 
acquired,  is  almost  impossible  to  recover  from.  There- 
fore start  right.  Take  the  handle  at  the  extreme  end, 
the  butt  working  against  the  palm  of  the  hand.  A 
forehand  stroke  is  made  when  the  ball  is  to  the  right  of 
the  body.  In  this  case  the  hand  grasps  the  handle  some- 
what diagonally,  the  forefinger  being  a  trifle  separated 
from  the  others  but  not  laid  stiffly  along  the  handle. 
A  backhand  stroke  is  used  when  the  ball  is  to  the  left 
of  the  body.  In  this  case  the  fingers  should  be  wrapped 
tightly  around  the  handle,  with  the  thumb  at  full  length 
at  the  back  as  an  aid  to  direction  and  force.  This  grip 
is  also  the  proper  one  to  use  when  making  an  overhand 
serve.  It  is,  of  course,  necessary  to  alter  the  grip  fre- 
quently during  play,  but  the  ability  to  do  this  comes 
readily  until,  with  experience,  the  changing  of  the  grip 
requires  no  thought.  When  at  rest  the  racket  should 
be  held  not  hanging  at  arm's  length  but  across  the  front 
of  the  body,  the  right  hand  retaining  its  firm  grip  on 
the  butt  and  the  left  hand  lightly  supporting  it  at  the 


USING  THE  RACKET  401 

fork  or  splice.  From  here  it  may  be  readily  brought 
into  any  desired  position. 

The  Stroke. — Another  bad  habit  easily  acquired 
and  difficult  to  shake  off  is  that  of  hitting  the  ball  with  a 
short,  nervous  jerk  in  which  the  arm  alone  is  concerned. 
Such  a  stroke  is  deficient  in  accuracy  and  speed.  Prac- 
tise until  you  have  developed  a  long  swinging  stroke 
not  of  the  arm  alone  but  of  the  whole  body  from  the 
knees  upward.  The  racket  should  start  at  the  limit  of 
your  reach  behind  you,  come  forward  with  an  easy,  free 
motion  from  the  shoulder  and  swing  as  far  beyond  you 
after  the  ball  is  hit  as  your  reach  will  permit.  This  fol- 
low-through is  just  as  essential  in  tennis  as  in  golf,  and  is 
one  of  the  secrets  of  success  of  most  first-rank  players. 
In  the  forehand  stroke  the  racket  comes  up  in  front  of  the 
body  and  finishes  over  the  left  shoulder;  in  the  back- 
hand stroke  it  starts  over  that  shoulder  and  finishes  at  the 
extreme  limit  of  the  outward  reach.  In  the  overhand 
serve  the  racket  should  not  stop  its  descent  in  front  of 
the  shoulder,  but  should  be  brought  on  down  until  it 
swings  back  of  the  body.  Practise  these  strokes  until 
the  muscles  perform  their  work  smoothly  and  there  is  no 
hitch  from  start  to  finish. 

Managing  the  Body. — Getting  into  position  for  the 
ball,  poising  the  body  for  the  stroke  and  recovering  the 
balance  are  important  points.  In  the  first  place,  keep 
your  feet  under  you.  Never  try  a  stroke  when  you  are  at 
such  a  distance  from  the  ball  that  you  are  obliged  to 
overbalance  to  reach  it.     Have  your  balance  perfect 


402  LAWN  TENNIS 

when  you  hit,  and  then  overbalance  in  the  direc- 
tion of  the  stroke,  adding  the  weight  of  the  body 
to  the  impulse  and  recovering  by  advancing  the  feet. 
While  awaiting  a  serve  divide  the  weight  evenly  on  both 
feet,  throw  the  balance  slightly  forward  from  the  waist 
and  face  the  opponent  squarely.  From  this  position  you 
can  start  quickly  in  any  direction.  In  making  a  forehand 
drive  step  forward  with  the  left  foot,  start  the  racket  well 
back,  sweep  it  forward  hard  and  fast,  throw  the  weight 
on  to  the  left  foot  as  the  stroke  is  made  and  recover  the 
balance  by  advancing  the  right  foot. 

Meet  the  ball;  that  is,  advance  toward  it  instead  of 
remaining  motionless  or  moving  backward.  Do  not  make 
the  common  mistake  of  getting  too  close  to  it  and  so 
cramping  the  stroke.  This  is  especially  likely  to  happen 
with  the  novice  when  trying  backhand  strokes.  It  is  bet- 
ter to  start  the  stroke  too  far  away  and  trust  to  being 
able  to  move  up  while  making  it  than  to  get  too  close  and 
have  to  move  back.  In  the  latter  case  neither  speed  nor 
accuracy  of  direction  are  possible. 

Extend  the  arm;  do  not  make  a  stroke  with  the  el- 
bow; bent.  If  you  do  you  will  "  chop  '^  the  ball.  Do  not 
overwork  the  wrist.  The  wrist  performs  its  part  at  the 
beginning  and  end  of  the  stroke,  not  during  the  swing. 

Keep  the  eyes  on  the  ball  from  the  instant  it 
leaves  the  opponent's  racket  until  it  meets  your  own. 
Discover  at  a  glance  while  getting  your  position  for  the 
stroke  where  your  opponent  is  and  decide  instantly 
where  to  put  the  ball,  but  do  not  "  give  away  "  the  play 
by  looking  toward  that  part  of  the  court. 


CHAPTER   III 

SERVING 

In  serving  the  player  must  make  the  ball  travel  a  dis- 
tance of  39  feet  before  it  crosses  the  net;  the  net  is  3  feet 
high  at  the  center,  increasing  to  3  feet  6  inches  at  the 
ends ;  and  after  crossing  the  net  the  ball  must  fall  within 
a  space  21  feet  by  13 J  feet  in  area.  At  first  thought  the 
server's  task  is  not  difficult;  it  is  merely  necessary  for 
him  to  send  the  ball  away  in  an  arching  flight  so  that  it 
will  go  over  the  net  and  drop  into  the  court  beyond.  But 
a  ball  which  arches  to  any  extent  is  slow,  and  on  the  other 
side  of  the  net  is  an  opponent  waiting  to  receive  it  and 
put  it  back  into  the  server's  court  where  the  latter  will 
have  difficulty  in  getting  it.  A  slow  ball  with  an  easy 
bound  is  just  what  will  please  him  most.  Therefore  it 
becomes  necessary  for  the  server  to  send  a  swift  ball,  one 
which  will  bound  at  a  slight  angle  and  render  the  striker- 
out's  work  as  difficult  as  possible. 

So  the  server  stands  back  of  his  line,  tosses  the  ball 
up  and  swings  down  hard  with  his  racket.  The  ball  goes 
away  with  plenty  of  speed  but  slams  into  the  net.  The 
server  tries  it  again,  resolved  this  time  to  get  it  over  the 
canvas.  He  succeeds.  The  ball,  going  like  a  shot,  gets 
into  no  difficulties  with  the  net,  but  lands  four  feet  back 

403 


404  LAWX  TENI^IS 

of  the  opponent's  service-line;  double  fault  for  the  server; 
a  point  for  the  other  chap.  The  server  tries  again.  He 
thinks  he  sees  his  mistake.  So  he  gets  up  on  to  his  toes, 
tosses  his  ball  far  into  the  air  and  lets  drive.  Unfortu- 
nately, he  is  overbalanced  and  the  stroke  sends  the  ball 
into  the  back  net,  the  opponent  dodging  it  as  it  sings 
by  his  head.  The  server  becomes  suddenly  cautious. 
No  double  fault  for  him  again.  He  sends  the  next  ball 
away  with  a  nice  slow  arch.  It  bounds  high  and  true 
and  the  opponent  drives  it  back  into  the  extreme  left 
corner  of  the  server's  court,  where  it  is  impossible  for  the 
latter  to  get  it.  Another  point  for  the  striker-out.  After 
that  set,  if  the  server  is  possessed  of  good  sense  he  finds 
some  one  who  knows  how  to  serve  and  takes  a  few  les- 
sons. 

The  Underhand  Service. — In  the  infancy  of  ten- 
nis the  serve  most  used  was  the  underhand  cut  or  twist,  in 
which  the  ball  was  made  to  bound  from  the  ground  in  as 
erratic  a  manner  as  possible.  All  sorts  of  angles  w^ere 
possible;  in  some  cases  there  was  almost  no  bound,  the 
ball  trickling  along  the  ground  after  striking  as  though 
insane.  But  with  the  advent  of  fast  return  strokes,  no- 
tably the  Lawford  drive,  the  underhand  service  went 
out  of  fashion.  To-day  it  is  practically  never  used,  and 
the  hard  overhand  service,  with  or  without  twist,  has 
taken  its  place. 

The  Overhand  Service. — The  best  service  for  the 
beginner  to  learn  is  the  straight  overhand  with  a  trifle  of 
cut  to  the  right.     Start  the  ball  at  top  reach,  getting  up 


SERVING  405 

on  the  right  toe  if  necessary,  and  bring  the  racket  to  it 
so  that  it  is  struck  slightly  from  above  and  slightly  on  the 
right  side.  The  spin  resulting  is  one  to  the  server's  right 
and  downward,  which  puts  a  certain  amount  of  cut  on 
the  ball  and  forces  it  to  the  opponent's  right,  as  well  as 
enough  drop  to  bring  it  into  the  court  when,  without  the 
impulse  from  the  top,  it  would  naturally  land  back  of 
the  service-line.  This  is  not  a  difficult  serve  to  learn  and 
when  once  mastered  may  be  made  at  the  greatest  speed 
of  w^liich  you  are  capable.  In  practising  it,  however,  it 
is  best  to  learn  the  principle  of  the  stroke  thoroughly  be- 
fore trying  to  combine  speed  with  it.  If  you  find  it  neces- 
sary to  get  up  on  the  toe  of  your  right  foot  in  order  to 
attain  sufficient  elcA^ation  use  the  left  foot  to  maintain 
your  balance;  without  perfect  balance  until  after  the  ball 
has  been  struck  no  success  in  this  or  any  other  service  is 
possible. 

The  reverse  service  is  somewhat  more  difficult  to 
acquire  any  great  amount  of  proficiency  in.  But  hav- 
ing once  learned  the  above,  the  reverse  will  come  with 
practise,  and  when  mastered  is  of  much  value.  It  is 
merely  the  opposite  of  the  right-side  cut,  the  racket  being 
drawn  past  the  ball  from  right  to  left.  By  using  both 
serves  you  can  diversify  your  delivery  so  as  to  keep  the 
opponent  ge^ierally  ignorant  as  to  what  is  going  to  hap- 
pen to  him. 

The  American  twist  service,  which  popped  into 
prominence  a  few  years  ago  at  the  international  meetings, 
is  merely  the  service  above  described  perfected.     The 


406  LAWN  TENNIS 

ball  is  struck  well  on  top  and  at  the  same  time  the  en- 
tire face  of  the  racket  is  drawn  sliarj^ly  across  it  from  left 
to  right,  or  vice  versa.  The  roughness  of  the  felt  cover 
here  serves  a  double  purpose;  it  engages  the  strings  of 
the  racket  so  that  a  rapid  spin  is  created,  and,  after  leav- 
ing the  racket,  it  offers  great  resistance  to  the  air.  The 
ball  is  sent  away,  say,  with  a  left-to-right  spin;  conse- 
quently the  right  side  of  the  ball  travels  faster  than  the 
left,  creates  more  friction  with  the  air  than  does  the  oth- 
er, and  so,  following  the  line  of  least  resistance,  bears 
constantly  to  the  left.  At  the  same  time,  however,  be- 
cause of  the  fact  that  the  impulse  has  been  given  largely 
from  above,  the  line  of  least  resistance  is  beneath  as  well 
as  to  the  right,  and  the  consequence  is  that  a  ball  well 
delivered  with  this  stroke  cuts  to  the  server's  left  and 
also  drops  quickly  after  passing  the  net.  To  those  who 
understand  the  art  of  curving  a  baseball  this  curving  of 
a  tennis-ball  oif ers  no  puzzling  features. 

The  ball  sent  across  the  net  with  the  left-to-right  spin 
naturally  bounds  smartly  to  the  right  after  landing, 
while  a  ball  sent  with  the  reverse  spin  bounds  to  the  left ; 
in  each  case  the  bound  is  in  the  direction  opposite  to  the 
curve.  It  is  not  a  service  for  the  beginner  to  attempt, 
but  is  possible  of  mastery  by  any  player  who  has  ac- 
quired speed  and  dexterity  in  the  use  of  the  racket.  At 
first  it  tells  greatly  on  the  muscles  of  the  abdomen  be- 
cause in  making  the  stroke  it  is  necessary  to  lean  back- 
ward and  start  the  racket  from  a  point  as  low  as  possible 
behind  you,  bringing  it  up  and  forward  with  a  hard 


SEEVING  407 

sweep  of  the  arm.  There  is  a  knack  to  the  quick,  sharp 
side-to-side  motion,  however,  which  can  only  be  solved 
by  repeated  experiments. 

The  second  service,  no  matter  what  the  first  has 
been,  should  be  kept  as  long  and  low  as  is  consistent  with 
safety.  The  fault  of  many  beginners  is  that  they  at- 
tempt a  fast,  slashing  first  service,  and  when  that  fails, 
as  it  does  more  often  than  not,  pop  over  a  slow  service 
that  bounds  so  high  that  the  opponent  easily  "  kills ''  it 
with  a  hard  drive.  It  is  far  better  tennis  to  put  the  first 
service  over,  even  if  it  is  necessary  to  reduce  its  speed, 
than  to  lose  it  entirely  and  have  to  depend  on  the  second. 
A  fairly  fast  ball  that  is  certain  of  success  eight  times 
out  of  ten  is  of  far  more  value  than  an  extremely  fast 
one  that  is  only  occasionally  successful. 


CHAPTEE   IV 

RETURNING 

By  returning  is  meant  here  the  act  of  playing  the 
ball  in  any  way  save  by  service.  The  term  includes  the 
Ground-stroke,  the  Yolley  and  the  Lob. 

The    Ground-Stroke 

By  this  is  meant  the  stroke  used  in  playing  a  ball 
that  has  struck  the  ground.  Fully  two  out  of  three 
strokes  are  ground-strokes,  although  the  rules  require 
that  only  the  return  of  the  service  shall  be  such.  ISTo 
game  can  be  won  by  service  and  volleying  only,  and  the 
ground-stroke  is  the  first  and  the  most  important  thing 
to  learn.  The  ground-stroke  may  be  made  in  several 
ways,  as  by  the  straight  side-stroke,  the  drop-stroke  and 
the  chop-stroke.    All  have  their  uses. 

At  what  part  of  the  bound  from  which  to  play  the 
.ground-stroke  is  a  matter  of  opinion.  Theoretically  at 
least  the  player  who  moves  in  on  the  ball  and  takes  it 
just  as  it  rises  from  the  ground  is  playing  a  faster  game 
and  a  harder  game  than  the  one  who  waits  for  the  ball 
to  descend  from  the  top  of  the  bound.  But  to  do  this  suc- 
cessfully every  time  is  a  difficult  matter,  and  until  the 

408 


RETUKNII^G  409 

beginner  has  acquired  certainty  in  judging  the  ball  it  is 
better  for  him  to  make  the  stroke  after  the  ball  has 
reached  the  top  of  its  arc  and  has  begun  to  drop.  As  to 
holding  the  racket,  remember  what  has  been  already 
said  as  to  keeping  a  tight  grip.  A  loosely  held  racket 
will  turn  in  the  hand  unless  the  ball  strikes  the  center 
of  it,  and  even  when  it  does  not  turn  is  incapable  of  de- 
livering a  sharp,  firm  blow. 

Keep  the  racket  horizontal;  that  is  to  say,  play 
every  stroke  with  the  head  practically  no  lower  than 
the  butt.  To  do  this  it  often  becomes  necessary  to  bend 
the  body,  but  the  habit  is  easily  acquired  and  by  it  ac- 
curacy and  steadiness  are  insured.  The  player  who 
makes  his  strokes  with  the  racket  in  a  perpendicular  po- 
sition can  never  become  more  than  a  mediocre  player, 
no  matter  how  brilliant  he  may  be  at  serving  or  cover- 
ing court. 

The  Side-Stroke. — The  twist  is  an  important  feat- 
ure of  the  side-stroke.  A  fast  ball  ordinarily  bounds 
low,  perhaps  no  higher  than  the  knee,  and  if  returned 
without  any  twist  will  usually  go  out  of  court. 
Therefore  a  certain  amount  of  down  twist  is  necessary. 
Use  a  long,  clean  swing,  starting  the  racket  well  back  of 
the  body,  meet  the  ball  as  it  starts  to  drop  from  the  top 
of  the  arc,  give  a  slight  twist  of  the  wrist  so  that  the 
upper  edge  of  the  racket  will  be  in  advance  of  the  lower 
as  the  ball  is  struck  and  carry  the  racket  well  through. 
Get  the  weight  of  the  body  into  the  stroke.  The  ball  will 
get  away  with  a  doAvnward  spin  that  will  cause  it  to 


410  LAWN  TENNIS 

drop  sharply  after  crossing  the  net.  When  necessary  to 
get  by  an  opponent  who  is  playing  close  up  in  the  ex- 
pectation of  volleying,  this  stroke  is  far  more  service- 
able than  a  slow,  high  ball  which  could  be  easily  killed. 
The  harder  tlie  ball  is  struck  the  sharper  will  be  the 
drop ;  it  is  not  so  much  the  amount  of  twist  that  regu- 
lates the  drop  as  it  is  the  amount  of  impetus.  There- 
fore, do  not  fall  into  the  error  of  jerking  the  wrist  and 
so  making  two  distinct  movements  of  the  stroke  where 
there  should  be  but  one. 

Do  NOT  Sacrifice  Steadiness  for  Speed. — Learn 
first  to  put  the  ball  where  it  will  do  the  most  good  and 
then  increase  the  speed  of  your  strokes;  but  do  not  go 
beyond  the  point  where  certainty  ceases.  Hard,  slashing 
strokes  that  send  the  ball  into  the  net  or  out  of  court 
may  look  formidable  but  are  of  small  value — save  to  the 
opponent. 

The  drop-stroke  is  an  exaggeration  of  the  side- 
stroke,  and  when  first  used  was  known  as  the  "  Law- 
ford.''  The  slight,  imperceptible  twist  used  for  the  side- 
stroke  becomes  an  upward  glancing  sweep  of  the  racket, 
which  gives  the  ball  a  sharp  top-to-bottom  spin  and  causes 
it  to  drop  erratically  from  its  original  line  of  flight. 
When  well  performed  the  drop-stroke  is  more  difficult  to 
volley  than  any  other.  As  in  the  side-stroke,  of  which 
this  is  merely  a  variation,  a  full,  long  sweep  of  the  racket 
is  necessary,  and  the  follow-through  should  not  be 
slighted. 

The  chop-stroke  is  made  by  meeting  the  ball  with 


AT  THE  NET. 
A  forehand  volley.    (Narragansett  Pier,  R.  I.) 


\ITbrT 

or  THE 

N1VER8ITY 


RETUENING  411 

the  racket  with  an  underneath  glancing  blow,  which 
causes  the  ball  to  stay  up  instead  of  drop,  the  spin  being 
a  backward  one  and  just  the  reverse  of  that  given  by  the 
drop-stroke.  The  stroke  is  necessarily  a  slower  one,  but 
partially  atones  for  that  by  reason  of  its  increased  accu- 
racy. To  play  a  ball  that  is  less  than  hip-high  with  this 
stroke  and  keep  it  from  going  out  of  court  is  a  difficult 
feat;  plenty  of  elevation  at  the  time  the  ball  is  struck 
is  necessary  for  the  success  of  the  chop-stroke. 

The  backhand  chop-steoke  is  the  commonest  of  all 
strokes  made  to  the  left  of  the  body,  and  the  easiest. 

The  backhand  side-stroke,  if  it  can  be  acquired,  is 
far  more  valuable  than  the  chop-stroke,  but  it  is  extreme- 
ly difficult  and  utterly  worthless  unless  properly  played. 
To  use  the  drop-stroke  in  backhand  playing  is,  of  course, 
out  of  the  question. 

The    Volley 

Elsewhere  the  rule  has  been  laid  down  that  all  strokes 
should  be  made  with  the  arm  extended  and  the  elbow 
practically  unbent.  Like  every  good  rule,  this  one  pos- 
sesses its  exception.  In  certain  backhand  strokes  it  is 
necessary  to  bend  the  elbow  in  order  to  obtain  leverage ; 
this  is  especially  so  of  strokes  made  when  the  ball  is 
volleyed  in  front  of  the  body,  as  is  often  necessary  when 
playing  up  to  the  net.  But  with  this  exception  the 
volley,  like  the  ground-stroke,  should  be  made  with  a 
full  arm. 


412  LAWN^  TENNIS 

Sometimes  it  is  only  necessary  in  volleying  a  liard-liit 
ball  to  place  the  racket  in  its  path,  keeping  the  grasp  on 
the  handle  rigid.  Generally,  however,  it  is  necessary  to 
strike  the  ball  forcibly.  If  the  player  is  well  away  from 
the  net  he  usually  has  time  to  prepare  for  the  stroke  by 
swinging  his  racket  back  and  then  meeting  the  ball  as  in 
a  ground-stroke,  only  with  less  force.  Avoid  underhand 
volleying;  if  it  is  not  possible  to  volley  with  the  racket 
in  a  horizontal  position  retreat  and  take  the  ball  with  a 
ground-stroke.  Volleying  is  primarily  a  net  play.  Get 
the  racket  in  the  path  of  the  ball,  move  it  back  only  a 
few  inches,  and  then,  as  the  ball  strikes  it,  move  it  for- 
ward again,  not  attempting  to  hit  the  ball,  but  rather 
pushing  it,  a  slight  twist  of  the  wrist  giving  the  direction. 
This  is  the  usual  play  for  an  ordinary  ball  coming  at  you 
from  ordinary  elevation.  But  there  is  besides  what  is 
called  the  stop-volley,  which  is  also  useful  for  this  sort 
of  ball. 

The  stop-volley  is  made  from  a  position  close  up 
to  the  net.  The  racket  is  held  where  the  ball  will  strike 
it  and  the  grasp  on  the  handle  relaxed  so  that  the  impact 
is  deadened  and  the  ball,  instead  of  springing  away  from 
the  racket,  merely  drops  to  the  ground  on  the  other  side 
of  the  net  with  practically  no  bound.  In  effect  this 
strike  corresponds  to  the  bunt  used  in  baseball.  It  is 
possible  of  success  only  when  the  ball  is  coming  swiftly. 

Overhead  volleying  or  smashing  is  valuable  when 
the  player  at  the  net  has  a  dropping  ball  to  dispose  of. 
The  player,  in  order  to  make  this  stroke  successful,  must 


KETUKNING  413 

first  of  all  get  into  the  right  position.  This  position  is 
directly  in  the  path  of  the  descending  ball,  not  in  front 
of  it  nor  behind  it.  If  the  player  will  place  himself 
where,  if  he  does  not  guard  himself,  the  ball  will  strike 
his  face  he  will  be  in  the  correct  position  to  ^^  kill "  it. 
Start  the  racket  well  back  of  the  right  shoulder,  with 
the  end  nearly  touching  the  ground,  and  bring  it  up  and 
forward  with  a  full-arm  swing,  coming  down  on  the  ball 
with  the  face  of  the  racket  squarely  toward  it.  As  the 
blow  is  struck  throw  the  weight  of  the  body  into  it,  re- 
covering the  balance  by  bringing  the  right  foot  forward. 
Never  attempt  a  smash  from  a  point  farther  back  from 
the  net  than  the  service-line  and  always  try  to  put  the 
ball  away  from  the  center  of  the  opponent's  court. 

The  half-volley  is  sometimes  necessary;  when  it 
is  it  is  because  the  player  has  unwittingly  placed  himself 
in  poor  position.  The  stroke  is  uncertain  at  the  best 
and  should  be  avoided. 


The  Loh 

This  stroke  is  of  great  defensive  value,  and,  in  the 
hands  of  some  players,  becomes  also  a  highly  successful 
method  of  attack.  As  a  defensive  play  the  lob  is  made 
to  get  the  ball  past  an  opponent  at  the  net  who  is  waiting 
to  smash  it  or  to  gain  time  in  which  to  recover  a  lost  posi- 
tion. Thus,  if  you  find  yourself  near  the  service-line  and 
well  over  to  the  side  of  the  court,  with  the  opponent  play- 
ing up  to  the  net,  a  lob  will  accomplish  two  things: 


414  law:n^  tennis 

it  will  give  you  time  in  wliicli  to  regain  a  position  in  the 
center  of  the  court  and  it  will  cheat  the  opponent  of  a 
chance  to  "  kill  "  the  ball  by  a  swift,  well-placed  volley. 
The  lob  has  the  merit  of  being  difficult  to  take  by  a 
volley,  the  players  who  can  "  kill ''  a  lobbed  ball  being 
few  and  far  between.  It  is  this  that  renders  the  stroke 
of  value  as  offense.  If  the  opponent  has  gained  an  advan- 
tageous position  at  the  net  from  where  he  can  volley  into 
almost  any  part  of  your  court  the  lob  may  save  you  the 
point.  Send  the  ball  over  his  head  and  as  near  the  base- 
line as  possible.  In  this  case  to  give  the  ball  extreme 
height  is  a  mistake,  as  the  more  height  there  is  the  more 
time  the  opponent  has  in  which  to  get  back  and  prepare 
for  the  return.  The  aim,  then,  is  to  put  the  ball  safely 
out  of  his  reach  and  as  far  toward  the  back  of  his  court 
as  possible.  When  he  goes  after  it  take  the  net  yourself. 
Wliether  the  lob  is  used  defensively  or  offensively,  never 
put  the  ball  short  of  the  service-line.  From  the  service- 
line  to  the  base-line  lies  the  territory  for  lobs.  To  attempt 
to  put  the  ball  near  the  side-line  is  extremely  risky,  for 
a  high-hit  ball  encounters  various  currents  of  air  which 
it  is  impossible  to  take  into  consideration  in  making 
the  stroke  and  which  may  deflect  the  ball  sufficiently 
to  bring  it  down  out  of  court.  In  making  the  stroke  get 
the  racket  well  under  the  ball  and  sweep  it  upward 
with  a  movement  of  the  arm;  do  not  trust  to  the  wrist 
alone.  Except  when  there  is  much  wind  do  not  be  afraid 
of  letting  yourself  out  and  sending  the  ball  high;  the 
high  lob  is  nearly  always  more  successful  than  the  short 


retue:n^i:n"g  415 

one.  After  you  have  become  somewhat  expert  at  the 
stroke  even  a  fair  wind  need  not  deter  you  from  hitting 
up  pretty  well,  for  by  taking  the  wind  into  consideration 
and  sending  the  ball  aloft  at  an  oblique,  you  will  be  able 
to  make  with  safety  a  play  that  will  worry  the  opponent 
considerably.  Practise  the  stroke  until  it  comes  as  easy 
as  any  other. 


27 


CHAPTER   V 

TACTICS 

In  serving  take  a  position  near  the  center  of  the  base- 
line. There  are  several  reasons  for  this.  One  of  them 
is  that  the  ball  will  have  a  less  distance  to  travel,  and  so 
will  be  in  better  command  both  as  to  speed  and  direction. 
Another  is  that  from  this  position  it  is  possible  to  send 
the  ball  to  any  part  of  the  opponent's  service  court  with 
more  certainty.  Still  another  is  that  after  the  service 
you  are  in  a  position  to  protect  your  own  court.  Study 
the  opponent's  position.  If  he  is  standing  well  over  to 
the  left  of  his  court  it  is  fair  to  assume  that  he  is  weak 
on  backhand  strokes  and  is  striving  to  protect  himself 
against  them.  If  he  has  left  the  extreme  right  of  the 
court  unguarded  place  the  serve  there;  if  he  has  not 
put  the  ball  where  a  backhand  return  will  be  almost 
imperative.  If  he  shows  weakness  in  backhand  work 
see  that  he  has  plenty  of  it.  Rely  on  placing  first,  then 
on  speed ;  combine  the  two,  but  don't  sacrifice  direction  to 
swiftness. 

Position  after  Service. — If  you  have  served  from 
what  is  practically  the  center  of  the  base-line  you  are  in 
the  best  possible  position  from  which  to  go  after  the  op- 

416 


TACTICS  417 

ponent's  return.  Don't  follow  the  ball  and  run  into  the 
middle  of  the  court,  but  stay  where  you  are,  watch  the 
opponent  first,  then  his  racket  and  finally  the  ball,  and 
keep  on  your  toes,  ready  to  start  for  whatever  part  of 
your  court  the  ball  is  coming  to.  It  is  a  fact  that  the 
strongest  position  you  can  occupy  is  "  at  the  net,"  i.  e., 
about  midway  between  the  net  and  the  service-line,  but 
don't  be  in  too  big  a  hurry  to  get  there.  The  time  to 
run  up  to  the  net  is  after  you  have  made  a  stroke  which 
the  opponent  will  have  difficulty  in  returning;  go  up 
then  and  volley  the  ball.  But  do  not  go  up  after  you 
have  played  the  ball  weakly;  your  position  then  is  in 
deep  court.  If  by  lobbing  or  by  swift  drives  to  the 
opponent's  deep  court  you  have  driven  the  latter  back  to 
or  beyond  his  base-line,  get  to  the  net  by  all  means  and 
volley.  The  net  position  then  is  the  winning  one. 
Whenever  during  the  game  you  can  drive  the  opponent 
back  and  get  the  net,  do  so;  but  do  not  dispute  that 
position  with  him  after  a  weak  play  on  your  part. 

In  receiving  your  position  so  far  as  the  distance 
back  of  the  service-line  is  concerned  depends  upon  the 
speed  of  the  opponent's  service.  If  he  sends  swift  balls 
they  will  strike  near  the  service-line  and  bound  low. 
Your  place  then  is  well  back  where  you  can  take  them 
at  the  instant  they  begin  their  drop,  unless,  of  course, 
you  have  perfected  your  playing  to  a  point  where  you 
can  with  certainty  take  the  ball  on  the  rise.  Wherever 
you  stand  recollect  that  you  should  move  up  on  the  ball 
and  not  allow  the  ball  to  come  back  to  you.    As  regards 


418  LAW^  TENNIS 

the  side-line  and  center-line  your  position  should  be  a 
normal  one,  giving  the  opponent  no  hint  of  any  weakness 
of  backhand  play  should  such  weakness  exist. 

In  returning  aim  to  put  the  ball  as  close  as  possible 
to  the  opponent's  base-line,  using  speed  only  as  far  as 
certainty  accompanies  it.  At  the  same  time  play  for  the 
side-lines.  If  you  can  get  the  ball  into  the  extreme  cor- 
ner you  are  doing  as  well  as  possible.  In  such  case  run 
up  to  the  net  and  be  prepared  to  volley  by  the  time  the 
ball  comes  back  to  you.  If,  however,  you  have  returned 
weakly,  either  as  regards  placing  or  speed  of  stroke,  keep 
away  from  the  net.  You  have  given  the  opponent  a 
chance  to  do  his  best  and  your  whole  court  is  his  terri- 
tory for  attack.  Get  back  to  center  deep  court  and  be 
prepared  to  move  in  any  direction.  In  short,  beware 
of  the  net  when  it  is  evident  to  you  that  the  opponent 
can  "  pass  "  you — ^that  is,  get  the  ball  by  you  on  either 
side. 

If  the  opponent  runs  up  immediately  after  the  serv- 
ice there  are  two  plays  possible  which  should  wan  you 
the  point.  If  the  opponent  runs  up  through  the  center 
of  the  court  put  a  slow  ball  down  the  nearest  side-line. 
If  he  comes  up  on  that  side  of  his  court  play  the  ball 
across  the  court  in  front  of  him  so  that  it  will  strike  near 
the  other  boundary.  Beside  these  plays  there  is  another 
which  you  may  or  may  not  be  able  to  make,  everything 
depending  on  the  kind  of  service  you  have  to  return; 
I  refer  to  a  lob  into  deep  court.  This  play  if  successful 
will  drive  the  opponent  back  again  on  the  run  and  will 


TACTICS  419 

give  you  the  net.  But  there  are  many  services  which 
it  is  impossible  to  convert  into  successful  lobs. 

In  net  play  don't  be  too  violent.  To  attempt  to 
smash  everything  isn't  the  best  playing.  Use  your  head 
at  the  net  if  you  ever  use  it  at  all.  To  smash  a  ball 
while  the  opponent  is  playing  back  in  expectation  of 
just  such  a  play  isn't  always  advisable.  Try  a  stop-volley 
sometimes.  Place  the  ball  sometimes  where  the  oppo- 
nent will  have  to  race  and  work  hard  to  get  it ;  if  he  does 
get  it  the  return  will  be  so  labored  as  to  be  easily  handled; 
and  whether  he  gets  it  or  doesn't  get  it  the  exertion  will 
tell  on  him.  The  smash  should  be  used  discriminately; 
it's  a  good  play  but  is  often  abused. 

Change  your  play  now  and  then;  it  will  bother  the 
adversary.  Find  out  what  he  likes  least  of  all  and  give 
him  a  full  dose  of  it.  If  he  loses  his  temper — or  rather 
whether  he  does  or  not — keep  your  own. 


CHAPTEE   VI 

THE  COURT;  HOW  TO  MAKE  AND  MAINTAIN  IT 

The  best  all-purpose  court  which  can  be  made  at  me- 
dium expense  in  this  country  is  what  is  known  as  the 
clay  court.  Turf  courts  are  extensively  used  and  are 
pleasant  to  play  on,  but  they  are  considerably  slower 
than  clay  courts  and  do  not  stand  continued  usage  well. 
Concrete,  cement  and  asphalt  courts  are  open  to  many 
objections,  the  greatest  of  which  is  their  liability  to  crack 
or  flake  under  the  action  of  frost,  and  the  least  of  which 
is  their  effect  on  balls  and  shoe-soles.  Cinder  courts 
answer  fairly  well  so  long  as  they  are  carefully  tended, 
but  they  are  hard  on  the  player's  feet  because  of  their 
loose,  gritty  surface,  and  will  soon  wear  the  cover  off  of 
a  ball.  The  plain,  every-day  "  dirt ''  court  is  preferable 
to  the  cinder  affair,  and,  on  the  whole,  makes  a  satisfac- 
tory surface  so  long  as  it  is  kept  well  rolled  and  drained. 
But  the  clay  court  will  repay  for  the  trouble  and  expendi- 
ture necessary  for  its  construction  by  its  lasting  qualities 
and  by  the  ease  with  which  it  may  be  kept  in  condition. 

In  selecting  a  site  beware  of  low  ground  which 
shows  a  disposition  to  hold  moisture,  as  perfect  drainage 
is  essential.  Trees  should  not  be  near  enough  to  throw 
shade  on  the  playing  territory.  The  size  of  the  double 
court  is  78  by  36  feet,  but  you  should  allow  for  a  margin 

420 


THE  COUKT  421 

of  not  less  than  12  feet  on  each  side,  and  one  of  at  least 
20  feet  at  each  end.  Lay  the  court  north  and  south,  or 
approximately  so,  in  order  that  the  late  afternoon  sun 
will  not  shine  into  the  players'  eyes. 

Dig  away  the  soil  to  the  depth  of  one  foot  and  level 
the  exposed  surface  carefully,  allowing  a  drop  of  from 
four  to  six  inches  from  each  end  toward  the  center. 
Then  roll  it  hard.  On  it  place  a  six-inch  layer  of  broken 
rock  or  slag,  and  pound  and  roll  thoroughly  until  it  is 
compact  and  smooth  but  loose  enough  to  allow  water 
thrown  upon  it  to  percolate  readily.  If  convenient  lay 
a  line  of  terra-cotta  drain-pipe,  such  as  is  used  for  drain- 
ing fields,  across  the  court  in  the  middle  under  where 
the  net  is  to  hang,  allowing  the  top  of  it  to  lie  not  more 
than  four  inches  from  the  final  surface  of  the  court  and 
giving  it  a  slight  slope  to  one  side  of  the  court  where  the 
water  should  be  allowed  to  waste  away  into  a  bed  of 
broken  rock  or  a  sunken  barrel.  This  drain  constitutes 
an  excellent  feature,  but  is  not  ordinarily  absolutely 
necessary.  The  next  layer  of  filling  should  be  about 
three  inches  thick  when  thoroughly  firmed  down,  and 
may  be  of  fairly  coarse  gravel  and  sand  or  of  coarse  cin- 
ders. The  latter  has  two  advantages  over  the  former; 
it  is  more  resilient  and  can  not  be  pierced  by  grass  or 
weeds  should  the  roots  of  such  remain  below.  This 
layer,  like  the  preceding  one  and  the  one  following, 
should  be  carefully  graded  toward  the  center.  It  should 
be  watered  copiously  and  rolled  thoroughly;  three  days 
is  not  too  much  time  to  spend  on  this  stage  of  the  work. 


422'  law:n^  TE:Nmis 

For  the  surface  dressing  use  equal  parts  of  coarse 
beach  sand  or  builder's  sand  and  clay.  Mix  it  thor- 
ouglily  in  piles,  turning  it  over  and  over  again,  and 
finally  spread  on  the  court  until  it  is  well  above  the  pro- 
posed surface.  All  that  now  remains  to  be  done  is  to 
pound  and  roll  it  hard  and  firm,  sprinkling  with  hose  or 
watering-can  as  the  work  progresses,  and  to  fill  in  all  de- 
pressions. If,  when  completed,  the  surface  proves  too 
sticky  sprinkle  with  more  sand.  During  the  next  week 
water  and  roll  the  surface  each  day  and  watch  for  depres- 
sions; any  spot  on  which  the  water  stands  should  be 
filled  in.  A  hard  rain  will  put  your  work  to  a  very  thor- 
ough test,  and  after  it  is  over  you  will  probably  find 
some  washes  and  pools,  resulting  from  the  settling  of  the 
earth,  which  will  need  attention. 

Maintaining  a  clay  court,  after  it  is  once  in  good 
condition,  is  not  difiicult.  It  should  be  lightly  swept 
free  of  clods  and  rubbish  every  day  and  should  be  well 
sprinkled  at  least  thrice  a  week — the  best  time  to  do  this 
is  in  the  evening  unless  the  weather  is  particularly  dry 
with  no  dew — and  rolled  while  still  moist  the  next  morn- 
ing. It  will  be  necessary  to  remove  an  occasional  pebble, 
to  fill  in  a  depression  now  and  then  and  to  keep  weeds 
and  grass  from  the  margins.  The  court  should  have  a 
thorough  going  over  each  spring  before  it  is  wanted 
for  use. 

To  MARK  OUT  THE  COURT,  first  find  the  center  of  the 
space  at  your  disposal.  From  this  measure  13 J  feet  each 
way  toward  the  sides  of  the  space  and  set  stakes.    The 


THE  COUET  423 

line  between  tliese  stakes  represents  the  position  of  the 
net,  and  should  be  27  feet  long,  and  should  run  at  right 
angles  with  the  sides  of  the  space.  To  one  net  stake 
attach  a  measuring  tape  39  feet  long  and  to  the  other  a 
tape  47  feet  5  inches  long.  Draw  each  one  taut  and 
bring  the  ends  together  until  they  meet,  at  which  point 
set  a  stake  indicating  the  junction  of  base-line  and  the 
side-line.  Measure  21  feet  from  the  net  stake  along  the 
line  to  the  corner  stake,  and  so  find  one  end  of  the  serv- 
ice-line, ^ow  interchange  the  tapes,  and  by  the  same 
method  find  the  junction  of  the  base-line  and  the  op- 
posite side-line,  and  as  before  put  a  stake  down  21  feet 
from  the  net  stake  to  indicate  the  other  end  of  the  seiw- 
ice-line.  You  have  now  secured  the  boundaries  of  one 
court.  The  same  process  on  the  other  side  of  the  net 
stakes  will  find  the  corresponding  boundaries. 

^ext,  by  finding  the  middle  point  of  the  two  service- 
lines  and  connecting  them  you  have  the  center-line,  and 
your  single  court  is  complete. 

To  enlarge  it  into  a  double  court  extend  each  base- 
line 4  feet  6  inches  and  from  the  points  so  secured  run 
new  lines  parallel  to  the  single-court  side-lines.  Place 
your  net  posts  three  feet  out  from  the  double-court  side- 
lines. 


424  LAW:^r  TEKNIS 

law:n'-tenots  records 

THE   SEASON   OF    1903 

The  tennis  season  of  1903  was  a  remarkably  prosperous,  as 
well  as  an  extremely  interesting  one  in  this  country.  It  wit- 
nessed a  large  increase  in  the  number  of  minor  tournaments  and 
saw  the  best  American  talent  go  down  before  the  superior  playing 
of  the  Doherty  brothers,  champions  of  England.  They  won  the 
Davis  International  Challenge  Cup  at  Longwood,  Mass.,  on  Au- 
gust 7th,  by  defeating  the  Wrenn  brothers,  7-5,  9-7,  2-6,  6-3.  On 
August  8th,  on  the  same  courts,  H.  L.  Doherty  defeated  Larned, 
American  champion,  in  singles,  6-3,  6-8,  6-0,  2-6,  7-5.  R.  F. 
Doherty  won  from  R.  D.  Wrenn,  6-4,  6-3,  8-6. 

At  Newport  the  Englishmen  won  the  American  championship 
in  doubles  by  defeating  Waldner  and  Collins,  7-3,  6-3,  6-3,  after 
those  players,  Western  champions,  had  earned  the  right  to  meet 
the  challengers  by  winning  from  the  Eastern  champions.  Ware  and 
Ward.  H.  L.  Doherty  subsequently  won  the  singles  championship 
by  defeating  W.  J.  Clothier. 

In  Philadelphia,  on  June  27th,  Miss  Elizabeth  Moore  defeated 
the  former  champion.  Miss  Marion  Jones,  and  captured  the  Wom- 
an's National  Championship. 

LAWN-TENNIS  RANKING  FOR  1903 

SINGLES 

Class  1.  Owe  3-6  of  15 — William  A.  Larned,  Annapolis,  Md. 
Class  2.  Owe  2-6  of  15 — Holcombe  Ward,  South  Orange,  N.  J. ; 
William  J.  Clothier,  Philadelphia,  Pa. ;  Reals  C.  Wright,  Boston, 


Class  3.  Owe  1-6  of  15 — Kreigh  Collins,  Chicago,  111. 

Class  4.  Scratch — Edwin  P.  Larned,  Summit,  N.  J.;  Harry  F. 
Allen,  Philadelphia,  Pa.;  Edgar  W.  Leonard,  Boston,  Mass.; 
B.  H.  Carleton,  New  York,  N.  Y. 


lawe^-te:^nis  recoeds  425 

Class  5.  Receive  2-6  of  15 — C.  Seaver,  Boston,  Mass. ;  Kenneth 
Horton,  Nahant,  Mass.;  Robert  Huntington,  Stotesburg,  N.  Y.; 
Stephen  C.  Millett,  New  York,  N.  Y. ;  Louis  H.  Waidner,  Chicago, 
111.;  J.  E.  D.  Jones,  Providence,  R.  I. 

Class  6.  Receive  3-6  of  15— Robert  Le  Roy,  New  York,  N.  Y. ; 
R.  Hunt,  Alameda,  Cal.;  J.  Neely,  Chicago,  111.;  I.  C.  Wright, 
Boston,  Mass. ;  C.  F.  Watson,  Jr.,  South  Orange,  N.  J. ;  F.  Geohe- 
gan,  Washington,  D.  C. 

Class  7.  Receive  4-6  of  15 — S.  Warland,  Cambridge,  Mass.; 
A.  S.  Pier,  Boston,  Mass. ;  Ross  Burchard,  New  York,  N.  Y. ; 
Wylie  C.  Grant,  New  York,  N.  Y. 

Class  8.  Receive  5-6  of  15 — John  C.  Davidson,  Washington, 
D.  C. ;  Frederick  G.  Anderson,  Brooklyn,  N.  Y. ;  Harry  W.  Mollen- 
hauer,  Brooklyn,  N.  Y. ;  H.  H.  Whitman,  Boston,  Mass. ;  Robert 
M.  Miles,  South  Orange,  N.  J. ;  R.  Bishop,  Boston,  Mass. ;  H.  Holt, 
Boston,  Mass.;  Oviedio  M.  Bostwick,  New  York,  N.  Y. ;  H.  Tor- 
rence,  Tenafly,  N.  J. ;  W.  P.  Blagden,  New  York,  N.  Y. 

Class  9.  Receive  15 — Theodore  Roosevelt  Pell,  New  York, 
N.  Y.;  Samuel  C.  Westfall,  Brooklyn,  N.  Y.;  A.  Fuller,  Boston, 
Mass.;  Louis  E.  Mahan,  New  York,  N.  Y. ;  B.  S.  Prentice,  New 
York,  N.  Y. ;  A.  Hoskins,  Philadelphia,  Pa. ;  B.  F.  Merrill,  Boston, 
Mass.;  J.  B.  Read,  Boston,  Mass.;  Dr.  L.  W.  Glazebrook,  Wash- 
ington, D.  C;  F.  Colket,  Philadelphia,  Pa. 

Class  10.  Receive  15  and  2-6 — Harry  E.  Avery,  New  York, 
N.  Y. 

DOtJBLES 

Class  1.  Scratch — William  A.  Larned  and  Reals  C.  Wright, 
Holcombe  Ward  and  Leonard  E.  Ware,  Robert  D.  Wrenn  and 
George  L.  Wrenn,  Jr.,  Kreigh  Collins  and  Louis  H.  Waidner. 

Class  2.  Receive  2-6  of  15 — William  A.  Larned  and  Malcolm 
D.  Whitman. 

Class  3.  Receive  4-6  of  15— William  J.  Clothier  and  Edgar  W. 
Leonard,  Beals  C.  Wright  and  Irving  C.  Wright. 

Class  4.  Receive  15 — Harry  F.  Allen  and  Robert  Le  Roy,  Irv- 
ing C.  Wright  and  Edgar  W.  Leonard,  and  Wylie  C.  Grant  and 
Robert  Le  Roy. 


426 


LAWiv^  TE:N^:NnS 


OFFICIAL   RANKING    LISTS    SINCE    1895 


1895. 

F.  H.  Hovey.     _ 
W.  A.  Lamed. 
M.  G.  Chase. 
John  Howland. 
R.  D.  Wrenn. 
C.  B.  Neel. 

C.  Hobart. 
Richard  Stevens. 

A.  E.  Foote. 

C.  R.  Budlong. 

1898. 
M.  D.  Whitman. 
L.  E.  Ware. 
W.  S.  Bond. 

D.  F.  Davis. 

C.  R.  Budlong. 

E.  P.  Fischer. 

G.  L.  Wrenn. 
Richard  Stevens. 
S.  C.  Millett. 

G.  K.  Belden. 
1901. 
W.  A.  Larned. 

B.  C.  Wright. 

D.  F.  Davis. 
L.  E.  Ware. 
Clarence  Hobart. 
R.  D.  Little. 
Holcombe  Ward. 
Kreigh  Collins. 

E.  P.  Fischer. 
W.  J.  Clothier. 


1896. 
R.  D.  Wrenn. 
W.  A.  Larned. 

C.  B.  Neel. 

F.  H.  Hovey. 
E.  P.  Fischer. 

G.  L.  Wrenn,  Jr. 
R.  Stevens. 

M.  D.  Whitman. 

L.  E.  Ware. 

G.  P.  Sheldon,  Jr. 

1899. 
M.  D.  Whitman. 

D.  F.  Davis. 
W.  A.  Larned. 
J.  P.  Paret. 
Kreigh  Collins. 
George  Wrenn,  Jr 
L.  E.  Ware. 

B.  C.  Wright. 
Holcombe  Ward. 
R.  P.  Huntington, 

1902. 
W.  A.  Larned. 
M.  D.  W^hitman. 
B.  C.  Wright. 
Holcombe  Ward. 
W.  J.  Clothier. 
L.  E.  Ware. 
R.  D.  Little. 
H.  H.  Hackett. 
Clarence  Hobart. 
Kreigh  Collins. 


1897. 

D.  D.  Wrenn. 
W.  A.  Larned. 
W.  V.  Eaves. 

'  H.  A.  Nesbit. 
H.  S.  Mahoney. 
G.  L.  Wrenn. 
M.  D.  Whitman. 
Kreigh  Collins. 

E.  P.  Fischer. 
W.  S.  Bond. 

1900. 
M.  D.  Whitman. 

D.  F.  Davis. 
W.  A.  Larned. 
B.  C.  Wright. 
Kreigh  Collins. 
G.  L.  Wrenn,  Jr. 
Holcombe  Ward. 
L.  E.  Ware, 

J.  L.  Allen. 
Jr.  R.D.  Little. 

1903. 
W.  A.  Larned. 
Holcombe  Ward. 
W.  J.  Clothier. 

B.  C.  Wright. 
Kreigh  Collins. 

E.  P.  Lamed. 
H.  F.  Allen. 
E.  W.  Leonard. 
R.  H.  Carleton. 

C.  Seaver. 


LAw:Nr-TE]srKis  kules 


427 


RULES  OF  LAWK  TENNIS 

(By  permission  of  the  American  Sports  Publishing  Company,  owner  of  the  copyright.) 
THE   COURT 


78 
B 


cm' 


G               N                J 

L               E 

18 

21 

18 

2i 

F            ^ 

A 

K                0 

39 


39 


Diagram  0. — Double  tennis  court. 

1.  The  court  is  78  feet  long  and  27  feet  wide.  It  is  divided 
across  the  middle  by  a  net,  the  ends  of  which  are  attached  to  two 
posts,  A  and  B,  standing  3  feet  outside  of  the  court  on  either  side. 
The  height  of  the  net  is  3  feet  6  inches  at  the  posts,  and  3  feet  in 
the  middle.  At  each  end  of  the  court,  parallel  with  the  net  and 
39  feet  from  it,  are  drawn  the  base-lines  D  E  and  F  G,  the  ends  of 
which  are  connected  by  the  side-lines  D  F  and  E  G.  Half-way 
between  the  side-lines,  and  parallel  with  them,  is  drawn  the  half- 
court  line  I  H,  dividing  the  space  on  each  side  of  the  net  into  two 
equal  parts,  the  right  and  left  courts.  On  each  side  of  the  net,  at 
a  distance  of  21  feet  from  it,  and  parallel  with  it,  are  dra^^^l  the 
service-lines  K  L  and  M  N. 


THE   BALLS 

2.  The  Balls  shall  measure  not  less  than  2i  inches  nor  more 
than  2-j2^r  inches  in  diameter;  and  shall  weigh  not  less  than  Ijf 
ounces,  nor  more  than  2  ounces. 


428  LAWN  TENKIS 


THE    GAME 

3.  The  choice  of  sides,  and  the  right  to  serve  in  the  first 
game,  shall  be  decided  by  toss;  provided  that,  if  the  winner  of 
the  toss  choose  the  right  to  serve  the  other  player  shall  have 
choice  of  sides,  and  vice  versa,  or  the  winner  of  the  toss  may 
insist  upon  a  choice  hy  his  opponent.  If  one  player  choose  the 
court  the  other  may  elect  not  to  serve. 

4.  The  players  shall  stand  on  opposite  sides  of  the  net;  the 
player  who  first  delivers  the  ball  shall  be  called  the  server,  and 
the  other  the  striker-out. 

5.  At  the  end  of  the  first  game  the  striker-out  shall  become 
server,  and  the  server  shall  become  striker-out;  and  so  on  alter- 
nately in  all  the  subsequent  games  of  the  set,  and  following  sets. 

6.  The  server  shall  serve  with  both  feet  behind,  i.  e.,  farther 
from  the  net  than  the  base-line,  and  within  the  limits  of  the 
imaginary  continuation  of  the  center  service  and  the  side-lines. 
It  is  not  a  fault  if  only  one  of  the  server's  feet  do  not  touch 
the  ground  at  the  moment  at  which  the  service  is  delivered.  He 
shall  place  both  feet  upon  the  ground  immediately  before  serving, 
and  shall  not  take  a  running  nor  a  walking  start.  He  shall  deliver 
the  service  from  the  right  and  left  courts  alternately,  beginning 
from  the  right,  in  each  of  his  service  games,  even  though  odds 
be  given  or  owed. 

7.  The  ball  served  must  drop  between  the  service-line,  half- 
court  line,  and  side-line  of  the  court,  diagonally  opposite  to 
that  from  which  it  was  served. 

8.  It  is  a  fault  if  the  ball  served  drop  in  the  net  beyond  the 
service-line,  or  out  of  court,  or  in  the  wrong  court;  or  if  the 
server  do  not  stand  as  directed  by  law  6.  If  the  server,  in  at- 
tempting to  serve,  miss  the  ball  altogether,  it  does  not  count  a 
fault,  but  if  the  ball  be  touched,  no  matter  how  slightly,  by  the 
racket,  a  service  is  thereby  delivered,  and  the  laws  governing  the 
service  at  once  apply. 

9.  A  fault  can  not  be  taken. 

10.  After  a  fault  the  server  shall  serve  again  from  the  same 


lawx-te:^kis  eules      •      429 

court    from  which   he  served  that  fault,  unless  it  was  a   fault 
because  he  served  from  the  wrong  court. 

11.  A  fault  can  not  be  claimed  after  the  next  service  is  deliv- 
ered. 

12.  The  server  shall  not  serve  till  the  striker-out  is  ready. 
If  the  latter  attempt  to  return  the  service  he  shall  be  deemed 
ready. 

13.  A  service  or  fault  delivered  when  the  striker-out  is  not 
ready  counts  for  nothing. 

14.  The  service  shall  not  be  volleyed — that  is,  taken  before  it 
has  touched  the  ground. 

15.  A  ball  is  in  play  on  leaving  the  server's  racket,  except  as 
provided  for  in  law  8,  and  remains  in  play  till  the  stroke  is  de- 
cided. 

16.  It  is  a  good  return,  although  the  ball  touch  the  net;  but 
a  service,  otherwise  good,  which  touches  the  net  shall  count  for 
nothing. 

17.  The  server  wins  a  stroke  if  the  striker-out  volley  the  serv- 
ice, or  if  he  fail  to  return  the  service  or  the  ball  in  play;  or  if 
he  return  the  service  or  the  ball  in  play  so  that  it  drops  outside 
of  his  opponent's  court;  or  if  he  otherwise  lose  a  stroke,  as  pro- 
vided by  law  20. 

18.  The  striker-out  wins  a  stroke  if  the  server  serve  two  con- 
secutive faults;  or  if  he  fail  to  return  the  ball  in  play;  or  if  he 
return  the  ball  in  play  so  that  it  drops  outside  of  his  opponent's 
court,  or  if  he  otherwise  lose  a  stroke,  as  provided  by  law  20. 

19.  A  ball  falling  on  a  line  is  regarded  as  falling  in  the  court 
bounded  by  that  line. 

20.  Either  player  loses  a  stroke  if  the  ball  touch  him,  or  any- 
thing that  he  wears  or  carries,  except  his  racket  in  the  act  of 
striking;  or  if  he  touch  the  ball  with  his  racket  more  than  once; 
or  if  he  touch  the  net  or  any  of  its  supports  while  the  ball  is  in 
play ;  or  if  he  volley  the  ball  before  it  has  passed  the  net. 

21.  In  case  a  player  is  obstructed  by  any  accident  not  within 
his  control,  the  ball  shall  be  considered  a  "let."  But  where  a 
permanent  fixture  of  the  court  is  the  cause  of  the  accident,  the 
point  shall  be  counted.     The  benches  and  chairs  placed  around 


430        -  LAWX  TENXIS 

the  court  shall  be  considered  permanent  fixtures.  If,  however,  a 
ball  in  play  strike  a  permanent  fixture  of  the  court  (other  than 
the  net  or  posts)  before  it  touches  the  ground,  the  point  is  lost; 
if  after  it  has  touched  the  ground,  the  point  shall  be  counted. 

22.  On  either  player  winning  his  first  stroke,  the  score  is  called 
15  for  that  player;  on  either  player  winning  his  second  stroke, 
the  score  is  called  30  for  that  player ;  on  either  player  winning  his 
third  stroke,  the  score  is  called  40  for  that  player ;  and  the  fourth 
stroke  won  by  either  player  is  scored  game  for  that  player,  except 
as  below:  If  both  players  have  won  three  strokes,  the  score  is 
called  deuce;  and  the  next  stroke  won  by  either  player  is  scored 
advantage  for  that  player.  If  the  same  player  win  the  next  stroke, 
he  wins  the  game;  if  he  lose  the  next  stroke  the  score  returns  to 
deuce,  and  so  on  until  one  player  wins  the  two  strokes  immediately 
following  the  score  of  deuce,  when  game  is  scored  for  that  player. 

23.  The  player  who  first  wins  six  games  wins  the  set;  except 
as  below:  If  both  players  win  five  games  the  score  is  called  games 
all;  and  the  next  game  won  by  either  player  is  scored  advantage 
game  for  that  player.  If  the  same  player  win  the  next  game,  he 
wins  the  set ;  if  he  lose  the  next  game,  the  score  returns  to  games 
all ;  and  so  on,  until  either  player  wins  the  two  games  immediately 
following  the  score  of  games  all,  when  he  wins  the  set.  But  the 
committee  having  charge  of  any  tournament  may  in  their  discre- 
tion modify  this  rule  by  the  omission  of  advantage  sets. 

24.  The  players  shall  change  sides  at  the  end  of  the  first,  third, 
and  every  subsequent  alternate  game  of  each  set,  and  at  the  end 
of  each  set,  unless  the  number  of  games  in  such  set  be  even.  It 
shall,  however,  be  open  to  the  players,  by  mutual  consent  and 
notification  to  the  umpire  before  the  opening  of  the  second  game 
of  the  match,  to  change  sides  instead  at  the  end  of  every  set  until 
the  odd  and  concluding  set,  in  which  they  shall  change  sides  at 
the  end  of  the  first,  third,  and  every  subsequent  alternate  game 
of  such  set. 

*25.  In  all  contests  the  play  shall  be  continuous  from  the  first 

*A11  matches  in  which  women  take  part  in  tournaments  held  under  the  aus- 
pices of  the  United  States  National  Lawn  Tenuis  Association  shall  be  the  best  two 
sets,  with  a  rest  not  exceeding  seven  minutes  after  the  second  set. 


LAWX-TEXXIS    KULES  431 

service  till  the  match  be  concluded ;  provided,  however,  that  at  the 
end  of  the  third  set  either  player  is  entitled  to  a  rest,  which  shall 
not  exceed  seven  minutes;  and  provided,  further,  that  in  case  of 
an  unavoidable  accident,  not  within  the  control  of  the  contestants, 
a  cessation  of  play  which  shall  not  exceed  two  minutes  may  be 
allow^ed  between  points;  but  this  proviso  shall  be  strictly  con- 
strued, and  the  privilege  never  granted  for  the  purpose  of  allow- 
ing a  player  to  recover  his  strength  or  wind.  The  referee  in  his 
discretion  may  at  any  time  postpone  the  match  on  account  of  dark- 
ness or  condition  of  the  ground  or  weather.  In  any  case  of  post- 
ponement the  previous  score  shall  hold  good.  When  the  play  has 
ceased  for  more  than  an  hour  the  player,  who  at  the  cessation 
thereof  was  in  the  court  first  chosen,  shall  have  the  choice  of 
courts  on  the  recommencement  of  play.  He  shall  stay  in  the  court 
he  chooses  for  the  remainder  of  the  set.  The  last  two  sentences 
of  this  rule  do  not  apply  when  the  players  change  every  alternate 
game  as  provided  by  law  24. 

26.  If  a  player  serve  out  of  his  turn  the  umpire,  as  soon  as 
the  mistake  is  discovered,  shall  direct  the  player  to  serve  who 
ought  to  have  served.  But  all  strokes  scored  before  such  discovery 
shall  be  counted.  If  a  game  shall  have  been  completed  before 
such  discovery,  then  the  service  in  the  next  alternate  game  shall 
be  delivered  by  the  player  who  did  not  serve  out  of  his  turn, 
and  so  on  in  regular  rotation. 

27.  The  above  laws  shall  apply  to  the  three-handed  and  four- 
handed  games,  except  as  below" : 

THE  THBEE-HANDED   AND   FOUR-HANDED   GAMES 

28.  For  the  three-handed  and  four-handed  games  the  court 
shall  be  36  feet  in  width;  4J  feet  inside  the  side-lines,  and 
parallel  with  them,  are  drawn  the  service  side-lines  K  M  and  L  N. 
The  service-lines  are  not  drawn  beyond  the  point  at  which  they 
meet  the  service  side-lines,  as  shown  in  the  diagram. 

29.  In  the  three-handed  game. the  single  player  shall  serve  in 
every  alternate  game. 

30.  In  the  four-handed  game,  the  pair  who  have  the  right  to 

28 


432 


LAWK  TENXIS 


serve  in  the  first  game  shall  decide  which  partner  shall  do  so; 
and  the  opposing  pair  shall  decide  in  like  manner  for  the  second 
game.  The  partner  of  the  player  who  served  in  the  first  game 
shall  serve  in  the  third,  and  the  partner  of  the  player  who  served 
in  the  second  game  shall  serve  in  the  fourth,  and  the  same  order 
shall  be  maintained  in  all  the  subsequent  games  of  the  set. 


D 

1 

k 

K 

M        1 

L 

N        1 

£ 

1 

B 
Diagram  P. — Single  tennis  court. 


31.  At  the  beginning  of  the  next  set,  either  partner  of  the  pair 
which  struck  out  in  the  last  game  of  the  last  set  may  serve;  and 
the  same  privilege  is  given  to  their  opponents  in  second  game  of 
new  set. 

32.  The  players  shall  take  the  service  alternately  throughout 
the  game;  a  player  can  not  receive  a  service  delivered  to  his 
partner ;  and  the  order  of  service  and  striking  out  once  established 
shall  not  be  altered,  nor  shall  the  striker-out  change  courts  to 
receive  the  service,  till  the  end  of  the  set. 

33.  It  is  a  fault  if  the  ball  served  do  not  drop  between  the  serv- 
ice-line, half-court  line,  and  service  side-line  of  the  court,  diago- 
nally opposite  to  that  from  which  it  was  served. 

34.  It  is  a  fault  if  the  ball  served  do  not  drop  as  provided  in 
law  33,  or  if  it  touch  the  server's  partner  or  anything  he  wears 
or  carries. 


APPENDIX 


APPENDIX 


Harvard -Yale  Athletic  Agreement:  in  effect 
March  15,  1903 

The  two  universities  herewith  enter  into  the  follow- 
ing agreement  for  contests  in  the  four  main  branches  of 
sport — football,  baseball,  rowing  and  track  athletics — 
under  the  following  conditions,  the  agreement  to  con- 
tinue for  two  years,  and  thereafter  to  continue  for  suc- 
cessive two-year  periods,  except  upon  notice  to  the  con- 
trary by  properly  constituted  authorities  not  less  than 
six  weeks  before  the  termination  of  the  previous  period 
of  two  years.  Agreement  to  take  effect  March  15, 1903. 
The  following  rules  are  to  take  effect  for  all  students  who 
enter  the  universities  after  the  summer  of  1903.  The 
eligibility  of  students  who  are  now  in  the  universities 
shall  be  determined  under  the  rules  now  in  force. 

Any  cases  of  disagreement  as  to  the  construction  or 
meaning  of  this  agreement,  and  of  both  the  existing 
rules  and  the  rules  herewith  adopted,  shall  be  referred 
to  an  arbitration  committee  consisting  of  Mr.  William 
R.  Meikleham,  of  New  York  city,  a  graduate  of  Colum- 
bia University;  Mr.  R.  D.  Wrenn,  representing  Har- 
vard; and  Otto  T.  Bannard,  representing  Yale,  whose 

decisions  shall  be  final. 

435 


436  ATHLETIC  AGEEEMENT 

The  captain  at  each  university  shall  be  held  finally 
responsible  for  the  eligibility  of  the  list  of  candidates  he 
submits,  except  in  matters  determined  in  college  standing 
and  scholarship. 

At  each  university  a  committee  of  reference  shall  be 
appointed  before  October  1  of  each  year,  this  committee 
to  include  three  graduates  and  the  name  of  the  committee 
to  be  published,  with  whom  the  captain  shall  confer  as 
to  the  eligibility  of  his  list  of  men. 

In  case  of  disagreement  between  the  captain  and  his 
committee  the  case  must  be  thus  stated  when  submitting 
his  list  of  names  to  the  opposing  captain,  who  may  then 
refer  it  to  the  arbitration  committee  provided  for  in  the 
preamble,  whose  decision  shall  be  final.  But  even  in 
case  the  captain  and  his  own  coaamittee  agree  a  case  may 
still  be  ref  eiTed  by  the  opposing  captain  to  the  arbitration 
committee. 

Rule  1. — No  student  shall  be  eligible  unless  he  is, 
and  intends  to  be  throughout  the  academic  year,  bona 
fide  a  member  of  the  university,  taking  a  full  year's  work 
in  courses  leading  to  a  degree.  His  name  must  have  been 
presented  at  least  two  weeks  in  advance  to  the  dean  or 
director  of  the  department  in  which  he  is  enrolled  and 
be  declared  by  him  to  be  in  satisfactory  standing. 

Note  (A). — No  student  shall  be  deemed  to  be  in  sat- 
isfactory standing  within  the  meaning  of  this  rule  if  he 
has  been  dropped  from  his  class  to  a  lower  class,  or  from 
a  first-year  class  out  of  the  university,  or  if  he  is  on  proba- 
tion.    In  case  he  has  been  dropped  he  must  have  com- 


APPENDIX  437 

pleted  satisfactorily  one  year's  work  before  lie  shall  be 
eligible,  unless  he  shall  in  the  meantime  have  made  up 
all  of  the  deficiencies  which  stand  in  the  way  of  his 
restoration  to  his  class. 

(B). — A  student  whose  college  work  is  satisfactory, 
but  who  has  been  declared  by  the  dean  to  have  been 
dropped  on  account  of  sickness  or  entrance  condition, 
shall  be  considered  eligible  under  this  rule. 

(C). — A  student  who  by  reason  of  his  probation  or 
deficiency  in  his  studies  is  not  eligible  will  not  become 
eligible  by  entering  another  department  of  the  university 
until  after  he  has  completed  satisfactorily  one  entire 
year's  work. 

Rule  2. — No  student  shall  be  eligible  for  a  univer- 
sity team  unless  he  is  an  undergraduate,  or  has  been  in 
attendance  one  full  academic  year  at  the  university. 

Rule  3. — No  undergraduate  who  has  ever  played  in 
an  intercollegiate  contest  upon  a  university  team  of  an- 
other college  shall  play  upon  a  university  team  until  he 
has  resided  one  academic  year  at  the  university  and 
passed  the  annual  examination  upon  a  full  year's  work. 

Rule  4. — No  student  who  has  not  passed  an  entrance 
examination  shall  be  eligible  until  he  has  resided  a  year 
at  the  university  and  has  passed  satisfactorily  in  a  course 
equivalent  to  that  required  of  candidates  for  a  degree  in 
the  department  of  which  he  is  a  member. 

Rule  5. — No  student  shall  represent  one  or  .more 
universities  or  colleges  in  athletic  contests  for  more  than 
four  academic  years;  a  student  shall  be  considered  to 


438  ATHLETIC  AGREEMENT 

have  represented  his  university  if  he  has  taken  part  on  a 
university  team  in  any  intercollegiate  contest  which  was 
on  the  official  schedule  or  regularly  advertised,  or  where 
gate  money  was  charged.  Note. — In  this  rule  the  term 
college  includes  all  institutions  named  in  the  list  of  col- 
leges and  technological  schools  in  the  last  report  of  the 
United  States  Commissioner  of  Education  as  revised  by 
the  committees. 

Rule  6. — No  student  shall  be  eligible  who  shall  have 
received,  in  order  to  enable  him  to  take  part  in  or  for 
participation  in  or  for  teaching  any  form  of  athletics,  any 
pecuniary  gain  or  emolument  whatever,  with  the  single 
exception  that  he  may  have  received  from  his  college 
organization  or  from  any  permanent  amateur  association 
of  which  he  was  at  the  time  a  regular  member  the  amount 
by  which  the  expenses  incurred  by  him  in  representing 
his  organization  in  athletic  contests  exceeded  his  ordinary 
expenses. 

Rule  7. — No  student  shall  be  a  member  of  the  fresh- 
man team  or  crew  except  one  who  has  never  before 
attended  another  college  or  university  and  who  is  a  mem- 
ber of  the  first-year  class  and  in  his  first  year  of  residence 
and  in  satisfactory  standing. 

Rule  8. — Each  captain  shall  submit  to  the  other  cap- 
tain in  writing,  at  least  three  weeks  before  the  contest, 
a  list  of  his  men.  No  protest  against  any  man  shall  be 
considered  unless  sent  by  registered  mail  at  least  two 
weeks  before  the  contest  in  which  the  man  is  to  take  part. 

or  TMl 

UNIVERSITY 


AN  OUTDOOR  BOOK  FOR  WOMEN. 
The  Woman's  Book  of  Sports. 

A  Practical  Guide  to  Physical  Development  and  Outdoor  Recrea- 
tion. By  J.  Parmly  Paret.  i  zmo.  With  many  Illustrations. 
Cloth,  ^i.oo  net;  postage,  8  cents  additional. 

This  is  a  practical  guide  by  a  practical  writer  for  the  amateur 
sportswoman.  Golf,  lawn-tennis,  sailing,  swimming,  bicycling, 
and  basket-ball  have  each  their  chapters,  and  the  devotee  of  any 
of  these  sports  will  find  here  much  that  will  be  instructive.  The 
book  is  an  invaluable  guide  for  the  feminine  novice  in  sports,  for 
each  game  is  treated  from  the  elementary  standpoint,  the  first 
rudiments  of  skill  in  all  being  explained  in  a  simple  and  direct 
manner  for  practical  use.  Here  will  be  found  the  condensed 
teachings  of  the  best  professional  instructors,  and  any  woman 
should  quickly  learn  any  of  the  games  by  studying  its  chapters. 

A  unique  feature  of  this  book  is  the  chapter  on  men's  sports 
from  a  woman's  point  of  view — from  the  view-point  of  the  spec- 
tator. Football,  baseball,  yacht  racing,  rowing,  and  athletics  are 
all  fully  explained,  so  that  the  uninitiated  spectator,  either  man  or 
woman,  may  learn  enough  of  any  of  these  sports  in  a  half-hour's 
reading  of  its  chapters  to  appreciate  the  game  to  be  seen.  The 
yachting  chapter  has  been  specially  prepared  with  an  eye  to  the 
coming  international  races  for  the  America's  Cup. 

It  is  thoroughly  illustrated  with  half-tone  reproductions  (all 
full-page  size,  with  large  figures)  of  instantaneous  photographs 
showing  the  correct  and  incorrect  methods  in  the  different  sports. 
In  illustrating  the  drive  in  golf,  for  instance,  three  illustrations 
show  the  beginning,  the  middle,  and  the  end  of  the  swing  as  it 
should  be  made,  while  a  fourth  shows  the  incorrect  finish  of 
the  swing,  without  the  all-important  **  carry  through."  Other 
sports  are  treated  in  the  same  way. 

D.      APPLETON     AND     COMPANY,     NEW     YORK. 


BY  WILLIAM  O.  STODDARD. 


The  Spy  of  Yorktown. 

Illustrated.     Colored  Frontispiece.     $1.25  net  ;•  postage,  12  cents 
additional. 

The  story  deals  with  the  interesting  epoch  of  our  Revolutionary  history  when 
Benedict  Arnold,  as  a  reward  of  his  treachery,  was  in  charge  of  the  English  forces 
in  Virginia.  The  spy  of  Yorktown  himself  is  a  brave  lad  who  runs  the  gamut  of 
adventure  following  upon  his  selection  by  Governor  Thomas  Jefferson  to  report  to 
him  the  numbers  and  designs  of  the  invading  army. 


OTHER   BOOKS   BY   MR.  STODDARD. 
With  the  Black  Prince. 

A  Story  of  Adventure  in  the  Fourteenth  Century.  Illustrated  by 
B.  West  Clinedinst. 

The  absorbing  interest  of  this  stirring  historical  romance  will  appeal  to  all  young 
readers. 

Success  Against  Odds ;  or,  How  an  American  Boy  made  his 
Way. 

Illustrated  by  B.  West  Clinedinst. 

In  this  spirited  and  interesting  story  Mr.  Stoddard  tells  the  adventures  of  a 
plucky  boy  who  fought  his  own  battles,  and  made  his  way  upward  from  poverty  in 
a  Long  Island  seashore  town.     It  is  a  tale  of  pluck  and  self-reliance  capitally  told. 

The  Red  Patriot. 

A  Story  of  the  American  Revolution.  Illustrated  by  B.  West 
Clinedinst. 

The  Windfall ;  or,  After  the  Flood. 

Illustrated  by  B.  West  Clinedinst. 

Chris,  the  Model-Maker. 

A  Story  of  New  York.  With  6  full-page  Illustrations  by  B.  West 
Clinedinst. 

On  the  Old  Frontier. 

With  10  full-page  Illustration.s. 

The  Battle  of  New  York. 

With  II  full  page  Illustrations  and  colored  Frontispiece. 

Little  Smoke. 

A  Story  of  the  Sioux  Indians.  With  12  full-page  Illustrations  by 
F.  S.  Dellenbaugh,  portraits  of  Sitting  Bull,  Red  Cloud,  and  other 
chiefs,  and  72  head  anH  tail  pieces  representing  the  various  imple- 
ments and  surroundings  of  Indian  life. 

Crowded  Out  o'  Crofield. 

The  Story  of  a  country  boy  vv^ho  fought  his  way  to  success  in  the 
great  metropolis.     With  23  Illustrations  by  C.  T.  Hill. 

D.     APPLETON     AND     COMPANY,     NEW    YORK. 


STORIES   FOR   YOUNG   READERS- 

The  Exploits  of  Myles  Standish. 

By  Henry  Johnson  (Muirhead  Robertson),  Author  of 
"From  Scrooby  to  Plymouth  Rock,"  etc.  Illustrated. 
i2mo.     Cloth,  $1.50. 

The  story  of  '•  The  Exploits  of  Myles  Standish  "  throws  a  clearer  light  upon 
a  heroic  figure  in  our  earliest  history,  and  it  has  an  epic  quality  which  will 
appeal  to  old  and  young.  While  the  facts  of  history  are  presented,  the  author 
has  adroitly  reconstructed  the  little-known  earlier  years  of  Standish's  life, 
basing  his  imaginative  work  upon  the  probabilities  of  history. 

John  Boyd's  Adventures. 

By  Thomas  W.  Knox,  Author  of  "The  Boy  Travelers," 
etc.  With  12  full-page  Illustrations  by  W.  S.  Stacey.  i2mo. 
Cloth,  $1.50. 

John  was  a  hero  of  the  days  when  American  sailors  manned  American 
ships,  and  the  ships  went  everywhere,  in  spite  of  pirates  and  hostile  Frenchmen 
and  Englishmen,  He  went  to  sea  in  the  early  part  of  the  century,  and  his 
adventures  as  an  Algerine  slave,  a  man-of-war's-man,  an  intended  victim  of 
Chinese  pirates,  and  as  a  young  hero  in  other  stirring  scenes,  almost  encircle 
the  globe,  and  enable  the  author  to  eonvey  much  information  regarding  strange 
peoples  and  countries  and  the  history  of  troublous  times. 

The  Crystal  Hunters. 

A  Boy's  Adventures  in  the  Higher  Alps.  By  G.  Man- 
viLLE  Fenn.     Profusely  Illustrated.     i2mo.     Cloth,  $1.50. 

This  is  an  animated  account  of  the  experience  of  a  boy  who  explored  the 
crevasses  and  caves  of  the  Alps  in  search  of  crystals.  The  story  has  a  well- 
sustained  interest  throughout,  and  is  replete  with  anecdotes  and  information  of 
a  most  fascinating  and  picturesque  country. 

Syd  Belton,  the  Boy  who  would  not  go  to  Sea. 

By  G.  Manville  Fenn.     i2mo.     Cloth,  $1.50. 

A  thrilling  story  of  adventure  that  cannot  fail  to  interest  and  instruct  the 
youthful  readers  whose  tastes  the  author  so  well  understands.  An  excellent 
book  to  place  in  a  boy's  hands. 

D.     APPLETON    AND    COMPANY,   NEW    YORK. 


YOUNG  HEROES  OF  OUR  NAVY. 

NEW   VOLUME. 

With  the  Flag  in  the  Channel. 

The  Adventures    of  Captain    Gustavus   Conyngham.      By  James 
Barnes.     Illustrated.     80  cents  net ;  postage,  10  cents  additional. 


OTHER   VOLUMES   IN   THE   SERIES. 

Illustrated.     l2mo.     Each,  |i.oo. 

Reuben  James. 

A  Hero  of  the  Forecastle.     By  Cyrus  Townsend  Brady,  Author 
of  "  Paul  Jones,"     Illustrated  by  George  Gibbs  and  others. 

The  Hero  of  Manila. 

Dewey  on  the  Mississippi  and  the  Bacific.    By  Rossiter  Johnson. 
Illustrated  by  B,  West  Clinedinst  and  others. 

The  Hero  of  Erie   (^Comuwdore  Perry). 

By  James  Barnes,  Author  of  ''  Midshipman  Farrarjut,"  "Commo- 
dore Bainbridge,"  etc.     With  10  full-page  Illustrations. 

Commodore  Bainbridge. 

From   the  Gunroom    to   the    Quarter-deck.      By  James  Barnes. 
Illustrated  by  George  Gibbs  and  others. 

Midshipman  Farragut. 

By  James  Barnes.     Illustrated  by  Carlton  F.  Chapman. 

Decatur  and  Somers. 

By  Molly  Elliot  Seawell.     Wiih  6  full-page  Illustrations  by 
J.  O.  Davidson  and  others. 

Paul  Jones. 

By  Molly  Elliot  Seawell.     With  8  full-page  Illustrations. 

Midshipman  Paulding. 

A  True  Story  of  the  War  of  18 12.     By  Molly  Elliot  Seawell. 
With  6  full  page  Illustrations. 

Little  Jarvis. 

The  Story  of  the  Heroic  Midshipman  of  the  Frigate  Constellation. 
By  Molly  Elliot  Seawell.     With  6  full-page  Illustrations, 

D.    APPLETON     AND    COMPANY,     NEW    YORK. 


'      NEW  BOOKS  FOR  YOUNG  READERS- 

BY  JAMES   BARNES. 

The  Giant  of  Three  Wars. 

(Heroes  of  Our  Army  Series.)  Illustrated.  i2mo.  Cloth,  $i.oo 
net;   postage,  lo  cents  additional. 

This  life  of  General  Winfield  Scott  makes  the  first  volume  in  the  new 
series  to  be  known  as  "  Heroes  of  Our  Army."  It  possesses  a  colored  frontis- 
piece  and  other  illustrations. 

BY  MARION  AMES  TAGGART. 

At  Aunt  Anna's. 

Colored  Frontispiece  and  other  Illustrations  by  William  L. 
Jacobs.     i2mo.     Cloth,  $i.oo  net ;  postage,  lo  cents  additional. 

The  story  of  Ted  and  Dolly,  who  are  twins,  while  staying  one  summer  in 
the  country  at  Aunt  Anna's.  This  is  a  tale  for  children  of  ten  or  twelve  years 
of  age,  being  illustrated,  and  having  an  illustrative  cover.  It  is  a  dainty  book 
for  dainty  children,  but  has  the  charm  that  interests  the  grown  person,  who 
may  read  it  aloud  to  those  for  whom  it  was  written. 

BY  KATE  DICKINSON  SWEETSER. 

Micky  of  the  Alley  and  Other  Youngsters. 

With  Illustrations  by  George  Alfred  Williams.  i2mo.  Cloth, 
$i.oo  net ;  postage,  lo  cents  additional. 

A  collection  of  tales  for  children  of  ten  to  twelve  years  of  age.  The  subjects 
are  widely  varied.  That  one  giving  its  title  to  the  book,  together  with  "  James 
Barkerding,  Knight,  "  are  of  life  in  the  tenement  districts  of  New  York. 
"Teddy  Baird's  Luck"  tells  how  a  boy  finds,  when  he  least  expects  it,  the 
adventure  he  has  been  looking  for;  "  Marooned"  is  the  story  of  a  boy  who 
finds  that  a  boy  may  be  just  as  much  scared  as  a  girl ;  ' '  Othello,  Jr. ,  "  de- 
cribes  how  a  little  negro  played  Othello  in  a  juvenile  company  of  actors  ;  "  A 
Millinery  Opening"  and  "The  Boys'  Ball"  are  Christmas  stories  ;  and  "Sal" 
is  the  pathetic  story  of  a  little  girl  who  follows  a  hand-organ  and  coughs  for 
pennies. 

BY  GABRIELLE  E.  JACKSON. 

Three  Graces. 

Illustrated  in  Colors  by  C.  M.  Relyea.  i2mo.  Cloth,  $1.25  net ; 
postage,  12  cents  additional. 

A  story  for  girls  of  boarding-school  life,  full  of  incident  and  wholesome  char- 
acterization, with  delightfully  cozy  scenes  of  indoor  enjoyment  and  an  exciting 
description  of  a  Hallowe'en  escapade.  The  Three  Graces  are  interesting  girls 
who  may  count  upon  finding  among  youthful  readers  many  who  will  follow 
their  school  experiences  with  a  sense  of  making  new  friends. 

D.    APPLETON    AND     COMPANY,    NEW    YORK. 


BY  HEZEKIAH  BUTTERWORTH. 


Brother  Jonathan ;  or,  The  Alarm  Post  in  the  Cedars. 

A  Tale  of  Early  Connecticut.  Illustrated.  Colored  Frontispiece.  $1.25 
net ;  postage,  12  cents  additional. 

A  stirring  tale  of  the  early  daj's  of  Connecticut,  dominated  by  the  forceful  per- 
sonality of  Jonathan  Trumbull,  whose  name,  through  its  affectionate  use  by  George 
Washington,  has  become  the  familiar  nickname  of  the  nation  that  he  helped  to  make. 


OTHER  BOOKS   BY   MR.  BUTTERWORTH. 

In  the  Days  of  Audubon. 

A  Tale  of  the  "  Protector  of  Birds."     Illustrated  by  B   West  Clinedinst 
and  others.     $1.20  net ;  postage,  14  cents  additional. 

In  the  Days  of  Jefferson ;  or,  The  Six  Golden  Horseshoes. 

A  Tale  of  Republican  Simplicity.     Illustrated  by  F.  T.  Merrill.     $1.50. 

The  Story  of  Magellan. 

A  Tale  of  the  Discovery  of  the  Philippines.     Illustrated  by  F.  T.  Merrill 
and  others.     $1.50. 

The  Treasure  Ship. 

A  Story  of  Sir  William  Phipps  and  the  Inter-Charter  Period  in  Massa- 
chusetts.    Illustrated  by  B.  West  Clinedinst  and  others.     $1,50. 

The  Pilot  of  the  Mayflower. 

Illustrated  by  H.  Winthrop  Peirce  and  others.     $1.50. 

True  to  his  Home. 

A  Tale  of  the  Boyhood  of  Franklin.     Illustrated  by  H.  Winthrop  Peirce. 
$1.50. 

The  Wampum  Belt ;  or,  The  Fairest  Pag^e  of  History. 

A  Tale  of  William  Penn's  Treaty  with  the  Indians.     With  6  full-page 
Illustrations.     $1.50. 

The  Knight  of  Liberty. 

A  Tale  of  the  Fortunes  of  Lafayette,      With  6  full-page  Illustrations. 
$1.50. 

The  Patriot  Schoolmaster. 

A  Tale  of  the  Minutemen  and  the  Sons  of  Liberty.     With  6  full-page 
Illustrations  by  H.  Winthrop  Peirce.     $1.50. 

In  the  Boyhood  of  Lincoln. 

A  Story  of  the  Black  Hawk  War  and  the  Tunker  Schoolmaster.     With 
12  Illustrations  and  colored  Frontispiece.     $1.50. 

The  Boys  of  Greenway  Court. 

A  Story  of  the  Early  Years  of  Washington.     With  10  full-page  Illustra- 
tions.    $1.50. 

The  Log  School-House  on  the  Columbia. 

With  13  full-page  Illustrations  by  J.  Carter  Beard,  E.  J.  Austen,  and 
others.     $1.50. 

D.    APPLETON     AND     COMPANY,     NEW    YORK. 


ILLUSTRATED    JUVENILE   STORIES* 

Jacks  of  All  Trades. 

A    Story   for   Girls   and    Boys.      By    Katharine    N. 

BiRDSALL.      Illustrated  in  two  colors  by  Walter  Russell, 

with  many  text  cuts.     i2mo.      Cloth,  $1.20  net;  postage, 

12  cents  additional. 

Here  is  a  story  that  shows  conclusively  that "  the  child  is  father  of  the 
man."  Miss  Birdsall  has  written  a  book  that  should  be  read  by  every  boy 
and  girl  who  has  any  ambition  or  purpose  to  develop  the  best  that  is  in 
them.  The  author  has  taken  nobility  of  character  as  the  key-note  for  a 
most  wholesome  and  inspiriting  story,  the  plot  of  which  is  of  absorbing 
interest. 

Along  the  Florida  Reef. 

By  C.  F.  Holder.     Illustrated.     i2mo.     Cloth,  $1.50. 

The  story  of  camping  and  fishing  adventures  in  company  with  a 
naturalist  in  Florida.  The  author  combines  entertainment  with  instruc- 
tion, and  his  book  is  filled  with  illustrations  which  will  be  prized  by 
every  young  reader  who  has  ever  visited  the  sea-shore,  or  cares  for 
information  regarding  fishes,  shells,  and  the  various  forms  of  marine  life. 

Christine's  Career. 

A  Story  for  Girls.      By  Pauline  King.      Illustrated. 

8vo.     Cloth,  $1.50. 

This  book  tells  of  an  American  girl  who  has  been  raised  in  France, 
with  her  father,  who  is  an  artist.  She  comes  to  America  with  her  aunt, 
and  the  girls  and  customs  of  the  two  countries  afford  scope  for  agreeable 
elements  of  contrast. 

Stories  of  American  History.  / 

By  Charlotte  M.  Yonge  (Aunt  Charlotte)  and  H.  H. 

Weld,  D.D.     Illustrated.     i2mo.     Cloth,  $1.50. 

A  book  for  young  people  just  beyond  the  elementary  histories  of  the 
United  States,  and  able  to  enter  in  some  degree  into  the  real  spirit  of 
events, 

D.     APPLETON     AND     COMPANY.     NEW    YORK. 


ILLUSTRATED   JUVENILE   STORIES* 

Hermine's  Triumphs. 

A  Story  for  Girls  and  Boys.  By  Mme.  Colomb.  With  loo 
Illustrations.     8vo.     Cloth,  $1.50. 

The  popularity  of  this  charming  story  of  French  home-life,  which  has 
passed  through  many  editions  in  Paris,  has  been  earned  by  the  sustained 
interest  of  the  narrative,  the  sympathetic  presentation  of  character,  and 
the  wholesomeness  of  the  lessons  which  are  suggested.  One  of  the 
most  delightful  books  for  girls  published  in  recent  years. 

Madeleine's  Rescue. 

A  Story  for  Girls  and  Boys.  By  Jeanne  Schultz, 
Author  of  "The  Story  of  Colette,"  "Straight  On,"  etc. 
With  Illustrations  by  Tofani.     8vo.     Cloth,  $1.00. 

The  charmingly  sympathetic  quality  and  refined  humor  of  the  author 
of  "Colette"  has  never  been  more  happily  illustra  ed  than  in  this 
picturesque  story  of  a  girl  and  her  boy  friends — a  story  which  grown 
people  as  well  as  children  will  read  with  keen  delight. 

King  Tom  and  the  Runaways. 

By  Louis  Pendleton,  Author  of  "  In  the  Wire  Grass." 
Illustrated.     i2mo.     Cloth,  $1.50. 

A  tale  of  the  strange  experiences  of  two  boys  in  the  forests  and 
swamps  of  Georgia,  in  which  are  described  some  remarkable  adventures 
in  a  little-known  region. 

Little  Peter. 

A  Christmas  Morality  for  Children  of  any  Age.  By 
Lucas  Malet,  Author  of  "  Colonel  Enderby's  Wife,"  etc. 
With  numerous  Illustrations  by  Paul  Hardy.  i2mo.  Cloth, 
$1.25. 

The  story  of  a  little  boy  and  his  cat,  his  friend,  a  misshapen  charcoal 
burner,  and  life  in  the  pine  forest,  with  the  myths  and  legends,  the 
superstitions  and  quaint  fancies  of  an  earlier  day.  A  book  that  will 
delight  the  little  folk  of  a  winter's  evening. 

We  AIL 

A  Story  of  Outdoor  Life  and  Adventure  in  Arkansas. 
By  Octave  Thanet.  With  12  full-page  Illustrations  by 
E.  J.  Austin  and  others.      8vo.     Cloth,  $1.50. 

D.    APPLETON     AND     COMPANY,    NEW    YORK. 


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UNIVERSITY  OF  CALIFORNIA,  BERKELEY 
FORM  NO.  DD6,  60m,  1/83         BERKELEY,  CA  94720 


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GENERAL  LIBRARY  -  U.C.  BERKELEY 

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